public override void Update(KeyMapping _kmp, Scene _sce) { base.Update(_kmp, _sce); this.IsDamaged = false; if (IsDead) this.pos = new Point(-999, -999); if (this.BulletCoolDown < 0) this.BulletCoolDown = 0; if (this.BulletCoolDown > 0) this.BulletCoolDown--; if (_kmp.IsPressing(Joypad.Left)) if (this.pos.X - BaseStep > 0) this.pos.X -= BaseStep; else this.pos.X = 0; if (_kmp.IsPressing(Joypad.Right)) if (this.pos.X + BaseStep + this.box.Width < MainScreen.Width ) this.pos.X += BaseStep; else this.pos.X = MainScreen.Width - this.box.Width; if (_kmp.IsPressing(Joypad.Up)) if (this.pos.Y - BaseStep > 0) this.pos.Y -= BaseStep; else this.pos.Y = 0; if (_kmp.IsPressing(Joypad.Down)) if (this.pos.Y + BaseStep + this.box.Height < MainScreen.Height) this.pos.Y += BaseStep; else this.pos.Y = MainScreen.Height - this.box.Height; if (this.BulletCoolDown == 0 && _kmp.IsPressing(Joypad.A)) { if (this.WeaponList[this.WeaponType] == "N") { _sce.AddGameObject(new PC_WeaponN(new Point(this.pos.X + 5, this.pos.Y))); this.BulletCoolDown = 5; } else if (this.WeaponList[this.WeaponType] == "L") { _sce.AddGameObject(new PC_WeaponL(new Point(0, this.pos.Y))); this.BulletCoolDown = 1; } else if (this.WeaponList[this.WeaponType] == "W") { _sce.AddGameObject(new PC_WeaponW(new Point(this.pos.X + 10, this.pos.Y))); this.BulletCoolDown = 2; } } if(_kmp.IsPressed(Joypad.X)) { this.WeaponType--; if (this.WeaponType < 0) this.WeaponType += this.WeaponList.GetLength(0); if (this.WeaponType >= this.WeaponList.GetLength(0)) this.WeaponType -= this.WeaponList.GetLength(0); } if (_kmp.IsPressed(Joypad.Y)) { this.WeaponType--; if (this.WeaponType < 0) this.WeaponType += this.WeaponList.GetLength(0); if (this.WeaponType >= this.WeaponList.GetLength(0)) this.WeaponType -= this.WeaponList.GetLength(0); } }
public override void Update(KeyMapping _kmp , Scene _sce) { for (int i = 0; i < 10; i++) if (_kmp.IsPressing(JoypadList[i])) ((BoolDisplayer)SceneObjList[i]).Set(true); else ((BoolDisplayer)SceneObjList[i]).Set(false); }