Exemplo n.º 1
0
 public override void Draw(Batch Batch, Vector2 Position, Color Color, float Opacity, float Angle, Origin Origin,
                           float Scale, SpriteEffects Effect = SpriteEffects.None, float Layer = 0)
 {
     /*Batch.Draw(Textures.Get("Players.1-" + Mod.Weapons[Weapon].Texture), Position, null, (Color.Black * (Opacity * .65f)), Angle, new Origin(Mod.Weapons[Weapon].Player.X, Mod.Weapons[Weapon].Player.Y),
      *  Scale, SpriteEffects.None, .425002f);*/
     if (!Dead)
     {
         if (Vector2.Distance(InterpolatedPosition, Position) <= 50)
         {
             Vector2 ShadowPosition = Globe.Move(InterpolatedPosition, Globe.Angle(new Vector2((Map.Width / 2f), (Map.Height / 2f)), InterpolatedPosition),
                                                 (4 + (Vector2.Distance(new Vector2((Map.Width / 2f), (Map.Height / 2f)), InterpolatedPosition) / 250)));
             Batch.Draw(Textures.Get("Players.1-" + Mod.Weapons[Weapon].Texture), ShadowPosition, null, (Color.Black * (Opacity * .35f)), InterpolatedAngle, new Origin(Mod.Weapons[Weapon].Player.X, Mod.Weapons[Weapon].Player.Y),
                        Scale, SpriteEffects.None, .425001f);
             Batch.Draw(Textures.Get("Players.1-" + Mod.Weapons[Weapon].Texture), InterpolatedPosition, null, (Color * Opacity), InterpolatedAngle, new Origin(Mod.Weapons[Weapon].Player.X, Mod.Weapons[Weapon].Player.Y),
                        Scale, SpriteEffects.None, .425f);
         }
         else
         {
             Vector2 ShadowPosition = Globe.Move(Position, Globe.Angle(new Vector2((Map.Width / 2f), (Map.Height / 2f)), Position),
                                                 (4 + (Vector2.Distance(new Vector2((Map.Width / 2f), (Map.Height / 2f)), Position) / 250)));
             Batch.Draw(Textures.Get("Players.1-" + Mod.Weapons[Weapon].Texture), ShadowPosition, null, (Color.Black * (Opacity * .35f)), Angle, new Origin(Mod.Weapons[Weapon].Player.X, Mod.Weapons[Weapon].Player.Y),
                        Scale, SpriteEffects.None, .425001f);
             Batch.Draw(Textures.Get("Players.1-" + Mod.Weapons[Weapon].Texture), Position, null, (Color.Black * (Opacity * .65f)), Angle, new Origin(Mod.Weapons[Weapon].Player.X, Mod.Weapons[Weapon].Player.Y),
                        Scale, SpriteEffects.None, .425001f);
         }
     }
     //Mask.Draw(Color.White, 1);
 }
Exemplo n.º 2
0
 public override void Update(GameTime Time)
 {
     if ((Animation == null) || Animation.Finished)
     {
         ;
     }
     if (FireRate > 0)
     {
         FireRate -= Time.ElapsedGameTime.TotalSeconds;
     }
     if (this == Self)
     {
         if (Globe.Active && !Dead)
         {
             var OldPosition = Position;
             var Run         = (Keyboard.Holding(Keyboard.Keys.LeftShift) || Keyboard.Holding(Keyboard.Keys.RightShift));
             if (Keyboard.Holding(Keyboard.Keys.W))
             {
                 if (Keyboard.Holding(Keyboard.Keys.A))
                 {
                     Move(new Vector2(-(float)(Speed.X * Time.ElapsedGameTime.TotalSeconds),
                                      -(float)(Speed.Y * Time.ElapsedGameTime.TotalSeconds)));
                 }
                 else if (Keyboard.Holding(Keyboard.Keys.D))
                 {
                     Move(new Vector2((float)(Speed.X * Time.ElapsedGameTime.TotalSeconds),
                                      -(float)(Speed.Y * Time.ElapsedGameTime.TotalSeconds)));
                 }
                 else
                 {
                     Move(new Vector2(0, -(float)(Speed.Y * Time.ElapsedGameTime.TotalSeconds)));
                 }
             }
             else if (Keyboard.Holding(Keyboard.Keys.S))
             {
                 if (Keyboard.Holding(Keyboard.Keys.A))
                 {
                     Move(new Vector2(-(float)(Speed.X * Time.ElapsedGameTime.TotalSeconds),
                                      (float)(Speed.Y * Time.ElapsedGameTime.TotalSeconds)));
                 }
                 else if (Keyboard.Holding(Keyboard.Keys.D))
                 {
                     Move(new Vector2((float)(Speed.X * Time.ElapsedGameTime.TotalSeconds),
                                      (float)(Speed.Y * Time.ElapsedGameTime.TotalSeconds)));
                 }
                 else
                 {
                     Move(new Vector2(0, (float)(Speed.Y * Time.ElapsedGameTime.TotalSeconds)));
                 }
             }
             else if (Keyboard.Holding(Keyboard.Keys.A))
             {
                 Move(new Vector2(-(float)(Speed.X * Time.ElapsedGameTime.TotalSeconds), 0));
             }
             else if (Keyboard.Holding(Keyboard.Keys.D))
             {
                 Move(new Vector2((float)(Speed.X * Time.ElapsedGameTime.TotalSeconds), 0));
             }
             if (OldPosition != Position)
             {
             }
             Angle           = Globe.Lerp(Angle, Globe.Angle(Position, Mouse.CameraPosition), .1f);
             Camera.Position = Globe.Move(Position, Globe.Angle(Position, Mouse.CameraPosition), (Vector2.Distance(Position, Mouse.CameraPosition) / 4));
             //Camera.Angle = Angle;
             if (Mouse.Pressed(Mouse.Buttons.Left) && (FireRate <= 0))
             {
                 Fire(Position, Angle);
             }
         }
         if (RespawnTimer > 0)
         {
             RespawnTimer -= Time.ElapsedGameTime.TotalSeconds;
         }
         else if (Dead)
         {
             if ((GameType == GameTypes.Deathmatch) || (GameType == GameTypes.TeamDeathmatch))
             {
                 Point Spawn = Map.GetSpawn(Team);
                 Respawn(new Vector2(((Spawn.X * Tile.Width) + (Tile.Width / 2f)), ((Spawn.Y * Tile.Height) + (Tile.Height / 2f))));
             }
         }
         if ((Health <= 0) && !Dead)
         {
             Die();
         }
         if (Timers.Tick("Positions") && (MultiPlayer.Type("Game") == MultiPlayer.Types.Client))
         {
             MultiPlayer.Send("Game", MultiPlayer.Construct("Game", Game.Packets.Position, Position, Angle),
                              NetDeliveryMethod.UnreliableSequenced, 1);
         }
     }
     Globe.Move(ref InterpolatedPosition, Position, (Vector2.Distance(InterpolatedPosition, Position) / 6));
     InterpolatedAngle = Globe.Lerp(InterpolatedAngle, Angle, .125f);
     base.Update(Time);
 }