public Drop(Player.Weapon weapon, Sprite sprite, Vector2 velocity, int timeleft) { this.weapon = weapon; this.sprite = sprite; this.velocity = velocity; this.timeleft = timeleft; }
public static Drop[] DropWeapon(Player.Weapon weapon, Vector2 location, ContentManager Content, Drop[] drops) { Sprite sprite; if (weapon == Player.Weapon.LAZERSWORD) { sprite = new Sprite(Content.Load <Texture2D>("LazerSwordDrop"), location); } else if (weapon == Player.Weapon.HAMMER) { sprite = new Sprite(Content.Load <Texture2D>("HammerDrop"), location); } else if (weapon == Player.Weapon.ROCKETLAUNCHER) { sprite = new Sprite(Content.Load <Texture2D>("RocketLauncherDrop"), location); } else { sprite = new Sprite(Content.Load <Texture2D>("BasicWeaponDrop"), location); } Drop drop = new Drop(weapon, sprite, Vector2.Zero, 1000); if (drops != null && drops.Length != 0) { Drop[] newDrops = new Drop[drops.Length + 1]; for (int i = 0; i < drops.Length; i++) { newDrops[i + 1] = drops[i]; } newDrops[0] = drop; drops = newDrops; return(drops); } else { drops = new Drop[1]; drops[0] = drop; return(drops); } }
private Sprite GetPlayerWeaponTexture(Player player, ContentManager Content) { Player.Weapon weapon = player.weapon; if (weapon == Player.Weapon.BASIC) { return(new Sprite(Content.Load <Texture2D>("BasicWeapon"), player.sprite.vector)); } if (weapon == Player.Weapon.LAZERSWORD) { return(player.lazerSword.sprite); } if (weapon == Player.Weapon.HAMMER) { return(player.hammer.sprite); } if (weapon == Player.Weapon.ROCKETLAUNCHER) { return(player.rocketLauncher.sprite); } return(null); }
public static Player.Weapon GetRandomWeapon() { Player.Weapon weapon; int randomNum = (int)(random.NextDouble() * 4); if (randomNum == 1) { weapon = Player.Weapon.LAZERSWORD; } else if (randomNum == 2) { weapon = Player.Weapon.HAMMER; } else if (randomNum == 3) { weapon = Player.Weapon.ROCKETLAUNCHER; } else { weapon = Player.Weapon.BASIC; } return(weapon); }
public PlayerState(int health, Player.Weapon weapon, int ammo) { this.health = health; this.weapon = weapon; this.ammo = ammo; }