public cRangedWeapon(renderable playerCharacter, cMouseFire playerBulletMan, int bulletCount) { updaters = new List <Action>(); bullets = new quad[bulletCount]; for (int i = 0; i < bullets.Length; i++) { bullets[i] = new quad("Content/bullet.png"); bullets[i].active = false; bullets[i].AddComponent(new cDeactivateOnCollide(bullets[i], playerCharacter)); bullets[i].AddComponent(new cDeactivateAfter(10000)); cFireable bulletFireable = new cFireable(bullets[i], 20); bullets[i].AddComponent(bulletFireable); playerBulletMan.addBullet(bulletFireable); updaters.Add(bullets[i].update); } }
public void Run(renderable r) { if (r.active) { if (timer >= maxTime) { timer = 0; r.active = false; } else { timer += Game.frameTime; } } else { timer = 0; } }
public void Run(renderable r) { if (Game.input.isClickedRising(OpenTK.Input.MouseButton.Left)) { mousePos = Game.input.mousePos; mousePos = Game.ScreenToWorldSpace(mousePos); playerPos = new Point((int)pc.pos.xPos, (int)pc.pos.yPos); bullets[currentBullet].Shoot(playerPos, mousePos); if (currentBullet >= bullets.Count - 1) { currentBullet = 0; } else { currentBullet++; } } }
public virtual void Run(renderable r) { if (Game.input.KeyHeld(Key.W) && yNegativeMove) { r.pos.yPos -= speed; } if (Game.input.KeyHeld(Key.S) && yPositiveMove) { r.pos.yPos += speed; } if (Game.input.KeyHeld(Key.A) && xNegativeMove) { r.pos.xPos -= speed; } if (Game.input.KeyHeld(Key.D) && xPositiveMove) { r.pos.xPos += speed; } }
public void Run(renderable r) { r.pos.xPos = Game.input.mousePos.X; r.pos.yPos = Game.input.mousePos.Y; }
public override void Run(renderable r) { if (r.active) { int xMove = 0; int yMove = 0; bool moved = false; bool sprinting = false; if (Game.input.KeyHeld(Key.W)) { yMove -= speed; moved = true; } if (Game.input.KeyHeld(Key.S)) { yMove += speed; moved = true; } if (Game.input.KeyHeld(Key.A)) { xMove -= speed; moved = true; } if (Game.input.KeyHeld(Key.D)) { xMove += speed; moved = true; } if (Game.input.KeyHeld(Key.LShift)) { sprinting = true; } if (moved) { if (sprinting) { xMove = (int)(xMove * sprintMultiplyer); yMove = (int)(yMove * sprintMultiplyer); } Point p = Managers.CollisionManager.WillItCollide(collider, xMove, yMove); p.X += (int)r.pos.xPos; p.Y += (int)r.pos.yPos; int worldMoveX = 0; int worldMoveY = 0; if (p.X >= wMan.worldMaxX) { p.X = 100; worldMoveX++; } if (p.X <= 0) { p.X = wMan.worldMaxX - 100; worldMoveX--; } if (p.Y >= wMan.worldMaxY) { p.Y = 100; worldMoveY++; } if (p.Y <= 0) { p.Y = wMan.worldMaxY - 100; worldMoveY--; } r.setPos(p); wMan.ChangeCurrentChunk(worldMoveX, worldMoveY); } } }
public cDeactivateOnCollide(renderable r, renderable player) : base(r) { PC = player; }
public cColliderMovementStop(renderable r, KeyboardControl k) : base(r) { keyboard = k; xCol = 0; yCol = 0; }
public cFollowCamera(renderable target) { followTarget = target; }
public cMouseFire(renderable player) { pc = player; bullets = new List <cFireable>(); currentBullet = 0; }