public Player(string fileName, Vector2 spritePosition) : base(spritePosition, fileName) { sprite.scale = new Vector2(0.3f, 0.3f); horizontalSpeed = STANDAR_SPEED; shootDelay = 0.3f; cannonOffset = new Vector2(Width / 2, 0); bullet = Ship.ShootType.STANDARD; directionY = 120; RigidBody = new RigidBody(sprite.position, this) { Type = (uint)PhysicsManager.ColliderType.Player }; MaxNrg = 100; nrgBar = new Bar(new Vector2(20, 20), "playerBar", MaxNrg) { BarOffset = new Vector2(4, 4) }; Nrg = MaxNrg; poweredUp = false; joystickIndex = 0; }
public void GetShootPowerUp() { poweredUp = true; counter = 0; poweredUpTime = POWER_UP_TIMER; bullet = ShootType.TRISHOOT; }
public void ChangeBullets() { if (bullet == ShootType.DIAGONAL) { bullet = ShootType.VERTICAL; } else if (bullet == ShootType.VERTICAL) { bullet = ShootType.DIAGONAL; } }
public BottomEnemy(EnemyType t, string spritesheetName = "botEnemy", DrawManager.Layer drawLayer = DrawManager.Layer.Playground) : base(t, spritesheetName, drawLayer) { sprite.FlipX = true; this.Type = t; this.cannonOffset = new Vector2(0, Height / 3); float horizontalSpeed = -RandomGenerator.GetRandom(80, 220); RigidBody.Velocity = new Vector2(horizontalSpeed, 0); this.bullet = ShootType.DIAGONAL; }
public void ChangeBullets() { switch (bullet) { case ShootType.STANDARD: bullet = ShootType.DIAGONAL; break; case ShootType.DIAGONAL: bullet = ShootType.STANDARD; break; } }
public override void Update() { if (poweredUp) { poweredUpTime -= Game.DeltaTime; if (poweredUpTime <= 0) { poweredUpTime = 0; bullet = ShootType.STANDARD; horizontalSpeed = STANDAR_SPEED; poweredUp = false; } } base.Update(); }