protected void MoveStateUpdate() { shiftMove = InputContllorer.IsPress(Keys.LeftShift); if (InputContllorer.IsPush(Keys.X) && bomb > 0) { bomb--; Invincible((int)State.BOMB); StateSet(State.BOMB); } }
protected void BulletUpdate() { if (state == State.BOMB) { if (time / bombShootInterval > shootCount) { ShootBomb(); } } else if (state == State.MOVE && InputContllorer.IsPress(Keys.Z)) { if (time / shootInterval > shootCount) { ShootBullet(); } } }
protected void MoveUpdate(int deltaTime) { if (state == State.REBIRTH) { position.X = BattleMain.BattleWindow.Center.X; position.Y = BattleMain.BattleWindow.Down + radius * 2 - time / 10f; return; } if (state == State.WAIT || state == State.PICHUN) { return; } float s = (shiftMove) ? shiftSpeed : speed; drawRect.Y = 0; if (InputContllorer.IsPress(Keys.Left)) { drawRect.Y = 64; LeftMove(s * deltaTime); } if (InputContllorer.IsPress(Keys.Right)) { drawRect.Y = 128; RightMove(s * deltaTime); } if (InputContllorer.IsPress(Keys.Up)) { UpMove(s * deltaTime); } if (InputContllorer.IsPress(Keys.Down)) { DownMove(s * deltaTime); } }