Пример #1
0
 public void BeginExplosion(sfxManager sfx)
 {
     if (state != ShipState.Exploding)
     {
         state = ShipState.Exploding;
         explosion.Initialize(explosionTexture, position, 8, 65f, 1.0f, false);
         sfx.Effect("enemyexplosion").Play();
     }
 }
Пример #2
0
        private void ProcessInput(GameTime gameTime, KeyboardState keyState)
        {
            Vector2 direction = new Vector2(0, 0);

            currentKeyState = keyState;

            if (keyState.IsKeyDown(Keys.Space))
            {
                player.equippedWeapon.Fire(gameTime, projectiles, soundEffects.Effect("laser1"), null);
            }

            if (keyState.IsKeyDown(Keys.Left))
            {
                direction.X = -1;
            }
            else if (keyState.IsKeyDown(Keys.Right))
            {
                direction.X = 1;
            }

            if (keyState.IsKeyDown(Keys.Up))
            {
                direction.Y = -1;
            }
            else if (keyState.IsKeyDown(Keys.Down))
            {
                direction.Y = 1;
            }

            player.ChangeDirection(direction);

            if (currentKeyState.IsKeyDown(Keys.Z) && previousKeyState.IsKeyUp(Keys.Z))
            {
                // toggle equipped weapons
                switch (player.equippedWeapon.weapon)
                {
                case WeaponType.SingleLaser:
                    player.equippedWeapon.changeWeapon(WeaponType.DualLaser);
                    break;

                case WeaponType.DualLaser:
                    player.equippedWeapon.changeWeapon(WeaponType.SpreadShot);
                    break;

                case WeaponType.SpreadShot:
                    player.equippedWeapon.changeWeapon(WeaponType.SingleLaser);
                    break;

                default:
                    break;
                }
            }

            previousKeyState = keyState;
        }