public void Update(GameTime gameTime, Map map) { PrevPos = Position; // Nopeus riippuu siitä millä aseella se on ammuttu var speed = Weapon.WeaponList[WeaponFrom].BulletSpeed; if (!Moved) { Moved = true; speed = 0; } // Jos ammus on ammuttu singolla niin tehdään savuvana if (WeaponFrom == WeaponType.Bazooka) { //If InScreen(ObjectX(bullet\obj), ObjectY(bullet\obj), 100) = True Then // expl.EXPL_ANIMS = New(EXPL_ANIMS) // expl\x = ObjectX(bullet\obj) // expl\y = ObjectY(bullet\obj) // expl\frame = 0 // expl\tStamp = Timer() // expl\frames = 16 // expl\img = IMG_SMOKEANIM // expl\w = 20 // expl\h = 20 //EndIf } var RotationAngle = MathHelper.ToRadians(Angle); Vector2 direction = new Vector2((float)Math.Cos(RotationAngle), (float)Math.Sin(RotationAngle)); direction.Normalize(); Position += direction * speed; //UpdateGame2() //bx# = ObjectX(bullet\obj) //by# = ObjectY(bullet\obj) var hit = false; // Jos on ammuttu kranaatinlaukaisimella niin tutkitaan aikaviive if (WeaponFrom == WeaponType.Launcher) { if (ShotTime + 1000 < gameTime.TotalGameTime.Milliseconds) { hit = true; } } // Osuiko seinään tai meniko kartalta ulos if (!hit && map.IsWall(Position) || !map.InMap(Position) || WeaponFrom == WeaponType.Chainsaw) { hit = true; // bounce = False // If bullet\weapon = WPN_LAUNCHER Then bounce = True // Osui seinään tai meni ulos //PlayGameSound(aWeapon(bullet\weapon, WPNF_HITSOUND), bx, by) //// Jos ammus oli singosta niin luodaan räjähdysanimaatio //If bullet\weapon = WPN_BAZOOKA Or bullet\weapon = WPN_LAUNCHER Then // If InScreen(bx, by, 200) = True Then // expl.EXPL_ANIMS = New(EXPL_ANIMS) // expl\x = bx // expl\y = by // expl\frame = 0 // expl\tStamp = Timer() // expl\frames = 16 // expl\img = IMG_EXPLOSION1 // expl\w = 128 // expl\h = 128 // EndIf //Else // // Kipinöinti seinälle jos ammus on jostain muusta kuin singosta // Sparking(bx, by) //EndIf // If bounce = False Then hit = True // Kimmotus // If bounce = True Then // // Tutkitaan ammuksen suuntaa ja törmäyskulmaa ja niiden perusteella // // asetetaan uusi suunta koska ammus kimpoaa seinästä. // a# = CollisionAngle(bullet\obj, 1) // ba# = ObjectAngle(bullet\obj) // vx# = -Cos(ba) // vy# = Sin(ba) // If a = 0 And vx > 0 Then vx = vx * -1 // If a = 180 And vx < 0 Then vx = vx * -1 // If a = 90 And vy < 0 Then vy = vy * -1 // If a = 270 And vy > 0 Then vy = vy * -1 // //If a = 0 Or a = 180 Then vx = vx * -1 // //If a = 90 Or a = 270 Then vy = vy * -1 // a = GetAngle(vx, vy, 0, 0) // RotateObject bullet\obj, a // MoveObject bullet\obj, 10 // EndIf } if (WeaponFrom == WeaponType.Chainsaw) { hit = true; } if (hit) { Remove = true; } }
public void Update(GameTime gameTime, Map map) { if (Vector2.Distance(Position, NextPosition) > 20) { Position = NextPosition; } NextPosition = Position; byte pickedItem = 0; if (Health > 0) { var newPos = Position; if (map.parent.keyboardState.IsKeyDown(Keys.A)) { newPos.X -= 4; } if (map.parent.keyboardState.IsKeyDown(Keys.D)) { newPos.X += 4; } if (map.parent.keyboardState.IsKeyDown(Keys.W)) { newPos.Y += 4; } if (map.parent.keyboardState.IsKeyDown(Keys.S)) { newPos.Y -= 4; } if (!map.IsWall(newPos)) { Position = newPos; } Vector2 pos = map.parent.Cam.MouseCursorInWorld - map.GetTile(Position); this.Angle = RadianToDegree(Math.Atan2(pos.Y, pos.X)); while (Angle > 360) { Angle -= 360; } //Camera.Location = Position; map.parent.Cam.Pos = map.GetTile(Position); HasAmmo = 1; foreach (var i in map.parent.cbn.Items.Values) { if (this.Bounding.Intersects(i.Bounding)) { pickedItem = i.Id; break; } } if (map.parent.mouseState.LeftButton == ButtonState.Pressed && !lastPressed) { Weapon w = Weapon.WeaponList[(WeaponType)HeldWeapon]; // Tarkastetaan, onko panoksia //ammoExists = False //If aWeapon(player\weapon, WPNF_AMMO) > 0 Then ammoExists = True //// Tutkitaan voidaanko lähettää tieto ampumisesta //shootNow = 0 //If (MouseDown(1) = True Or KeyDown(cbKeySpace) = True) And (player\weapon<>WPN_PISTOL Or gNotShotYet = True) And gConsoleMode = False And gDevConsole = False And gSessionComplete = False And player\spawnTime = 0 And player\team <> 0 Then // // Onko ase latingissa // If player\lastShoot + aWeapon(player\weapon, WPNF_RELOADTIME) < Timer() And player\health > 0 Then // // Onko ammuksia // If aWeapon(player\weapon, WPNF_AMMO) > 0 Or aWeapon(player\weapon, WPNF_AMMO_MAX) = 0 Then // // Latingissa on, vähennetään ammuksia // aWeapon(player\weapon, WPNF_AMMO) = aWeapon(player\weapon, WPNF_AMMO) - 1 // aWeaponAmmos(player\weapon) = aWeapon(player\weapon, WPNF_AMMO) * 3 // player\lastShoot = Timer() // shootNow = True // Else // PlayGameSound(SND_EMPTY, ObjectX(player\obj), ObjectY(player\obj)) // player\lastShoot = Timer() // EndIf // gNotShotYet = False // Ammuttiin jo. Pistoolit eivät ammu ennen kuin klikkaa uudestaan // EndIf //EndIf } } lastPressed = map.parent.mouseState.LeftButton == ButtonState.Pressed; if (gameTime.TotalGameTime - map.parent.lastUpdate > TimeSpan.FromMilliseconds(100)) { map.parent.cbn.UpdatePlayer(lastPressed ? (byte)1 : (byte)0, pickedItem); map.parent.lastUpdate = gameTime.TotalGameTime; } }