public void useWarthog(Perso perso, Vehicule vehicule, Controles controles) { perso.image = TexturesGame.itemTab[2]; perso.vitesseMax = 10; perso.currentItem.name = "Hornet"; if (controles.StayRight()) { Physics.MoveRight(perso); Physics.MoveRight(perso); Physics.MoveRight(perso); } else if (controles.StayLeft()) { Physics.MoveLeft(perso); Physics.MoveLeft(perso); Physics.MoveLeft(perso); } else { Physics.Deccelarate(perso); } if (controles.StayUp() && perso.speed.Y >= -10) { perso.speed.Y = (-1f + perso.speed.Y) - 1.2f; } if (controles.StayDown() && !controles.Up() && perso.speed.Y >= -20) { perso.speed.Y = -1f; //if(Perso.speed.X<0) } }
public void useBanshee(Perso Perso, Vehicule vehicule, Controles controles) { Perso.image = TexturesGame.itemTab[1]; Perso.vitesseMax = 15; Perso.currentWeapon.isOnMap = false; //Perso.currentWeapon = Perso.currentItem.VehicleGun[0]; Perso.currentItem.name = "Banshee"; if (controles.StayRight()) { Perso.speed.X = 9; } else if (controles.StayLeft()) { Perso.speed.X = -9; } else { if (Perso.direction == Direction.left) { Perso.speed.X = -3; } if (Perso.direction == Direction.right) { Perso.speed.X = 3; } } if (controles.StayUp() && Perso.speed.Y >= -10) { Perso.speed.Y = (-1f + Perso.speed.Y) - 1.2f; } if (controles.StayDown() && !controles.Up() && Perso.speed.Y >= -20) { Perso.speed.Y = -0.8f; //if(Perso.speed.X<0) } if (controles.Action()) { int i = Perso.currentItem.VehicleGun.IndexOf(Perso.currentWeapon); if (Perso.currentItem.VehicleGun.Count <= i + 1) { Perso.currentWeapon = Perso.currentItem.VehicleGun[0]; } else { Perso.currentWeapon = Perso.currentItem.VehicleGun[i + 1]; } } }
public void useHornet(Perso Perso, Vehicule vehicule, Controles controles) { Perso.currentWeapon.isOnMap = false; Perso.image = TexturesGame.itemTab[0]; Perso.vitesseMax = 20; Perso.currentItem.name = "Hornet"; for (int i = 0; i < Perso.objetTouched.Count; i++) { if (Perso.objetTouched[i].GetType() == typeof(Enemy)) { //Enemy eny =(Enemy)Perso.objetTouched[i]; // ((Enemy)(Perso.objetTouched[i])).pV = 0; } } if (controles.StayRight()) { Perso.speed.X = 13; } else if (controles.StayLeft()) { Perso.speed.X = -13; } else { Physics.Deccelarate(Perso); } if (controles.StayUp() && Perso.speed.Y >= -10) { Perso.speed.Y = (-1f + Perso.speed.Y) - 1.2f; } if (controles.StayDown() && !controles.Up() && Perso.speed.Y >= -20) { Perso.speed.Y = -1f; //if(Perso.speed.X<0) } if (controles.Action()) { int i = Perso.currentItem.VehicleGun.IndexOf(Perso.currentWeapon); if (Perso.currentItem.VehicleGun.Count <= i + 1) { Perso.currentWeapon = Perso.currentItem.VehicleGun[0]; } else { Perso.currentWeapon = Perso.currentItem.VehicleGun[i + 1]; } } }
private static void KeyEvents(Player player, Map map, Controles controles, Sound sound) { #region Deplacements if (controles.StayRight() && !player.usingVehicle) { Physics.MoveRight(player); } else if (controles.StayLeft() && !player.usingVehicle) { Physics.MoveLeft(player); } else { Physics.Deccelarate(player); } if (controles.Up() && player.usingVehicle == false) { Physics.Jump(player); } if (player.climb && controles.StayUp() && player.usingVehicle == false) { Physics.Climb(player); } if (player.usingVehicle) { useVehicle(player, (Vehicule)player.currentItem, controles); // ControleVehicle(player, player.currentItem, controles); } #endregion Deplacements if (controles.Score()) { player.scoreKey = true; } else { player.scoreKey = false; } if (controles.Reload() && player.currentWeapon.weaponType != cadenceType.none) { player.Reload(); if (player.currentWeapon.name == "ShotGun") { sound.Play(SoundsName.arme); } else { sound.Play(SoundsName.reload); } } if ((controles.Drop() && (player.nearitem.Count > 0)) && player.usingVehicle == false) { for (int i = 0; i < player.nearitem.Count; i++) { if (player.nearitem[i].type == objectType.vehicule) { player.pVMax += 400; player.pV = player.pVMax; player.currentItem = player.nearitem[i]; useVehicle(player, (Vehicule)player.nearitem[i], controles); player.currentWeapon = player.currentItem.VehicleGun[0]; } player.nearitem.Clear(); } } if (controles.Lacher() && (player.currentItem != null)) { if (player.currentItem.type == objectType.vehicule) { Vehicule currentvehicule = (Vehicule)player.currentItem; currentvehicule.quitVehicule(player, currentvehicule); } player.currentWeapon.isOnMap = true; } }