public override void GetInput() { base.GetInput(); if (input.ButtonPressed(Buttons.A) || input.KeyPressed(Keys.Enter)) { menu_sound.PlaySound(); switch (currentSelected) { case SelectedOptionBtn.Back: Main.CurrenGameState = GameState.Menu; break; case SelectedOptionBtn.Save: Main.CurrenGameState = GameState.Menu; break; case SelectedOptionBtn.Mute: if (!isMuted) { muteBtn.Text = "Unmute"; SoundItem.Mute(); isMuted = true; } else { muteBtn.Text = "Mute"; SoundItem.UnMute(); isMuted = false; } break; case SelectedOptionBtn.Mode: if (!hardMode) { modeBtn.Text = "Hard"; World.boss.MaxHealth = Globals.BOSS_HARDMODE_HEALTH; World.boss.Health = Globals.BOSS_HARDMODE_HEALTH; World.player.MAX_HEALTH = 3; World.player.Health = 3; Globals.HARDMODE = true; hardMode = true; } else { modeBtn.Text = "Normal"; World.boss.MaxHealth = Globals.BOSS_HEALTH; World.boss.Health = Globals.BOSS_HEALTH; World.player.MAX_HEALTH = Globals.PLAYER_HEALTH; World.player.Health = Globals.PLAYER_HEALTH; Globals.HARDMODE = false; hardMode = false; } break; case SelectedOptionBtn.Credits: Main.CurrenGameState = GameState.Credits; break; case SelectedOptionBtn.Tutorial: Main.CurrenGameState = GameState.Tutorial; break; default: break; } } }
public PlayerBigBullet(string path, Vector2 position, Vector2 dimension, Vector2 velocity, int speed) : base(path, position, dimension, velocity, speed) { Damage = Globals.PLAYER_BIG_BULLET_DAMAGE; hit_sound = new SoundItem("Audio\\player_shoot", 0.02f, false); }