public Weapon(Player owner, Texture2D skin, Projectile firedprojectile, int damage = 5, int firerate = 0750, int clipsize = 4, int reservesize = 32, int projectilecount = 8, float projectilespeed = 1.5f) { this.Attributes = new List<Attribute>(16); this.Owner = owner; this.Skin = skin; this.FiredProjectile = firedprojectile; this.Damage = damage; this.FireRate = firerate; this.ClipSize = clipsize; this.ReserveSize = reservesize; this.ProjectileCount = projectilecount; this.FiredProjectileSpeed = projectilespeed; this.LastFired = DateTime.Now; }
/// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { GamePadState gState = GamePad.GetState(PlayerIndex.One); KeyboardState kState = Keyboard.GetState(); MouseState mState = Mouse.GetState(); // Allows the game to exit if (gState.Buttons.Back == ButtonState.Pressed || kState.IsKeyDown(Keys.Escape)) this.Exit(); if (Players.Count == 0 && mState.MiddleButton == ButtonState.Pressed) { Player LocalPlayer = new Player(true, new Vector2(0, 0), Soldier, Team.Blu, new PlayerClass(PlayerClass.Class.Medic)); Players.Add(LocalPlayer); } foreach (Player P in Players) { P.Update(gameTime, gState, kState, mState, graphics); } // TODO: Add your update logic here base.Update(gameTime); }