protected void CheckPowerUpExpiration(GameTime gameTime) { // Is a power-up active? if (powerUpExpiration > 0) { // Decrement power-up timer powerUpExpiration -= gameTime.ElapsedGameTime.Milliseconds; if (powerUpExpiration <= 0) { // If power-up timer has expired, end all power-ups powerUpExpiration = 0; player.ResetScale(); player.ResetSpeed(); } } }
private void PlayerActionCheck(UserControlledSprite Player) { if (Keyboard.GetState().IsKeyDown(Keys.Right)) { if (GetPlayerOriginalFrame() != playerRunFramePoint) { ChangeState(Game.Content.Load<Texture2D>(@"Images/character"), playerRunFramePoint, playerRunSheetSize, false, Player); } } if (Keyboard.GetState().IsKeyUp(Keys.Right) && prevKeyboard.IsKeyUp(Keys.Right) == false) { if (GetPlayerOriginalFrame() != playerIdleFramePoint) { ChangeState(Game.Content.Load<Texture2D>(@"Images/character"), playerIdleFramePoint, playerIdleSheetSize, false, Player); } } if (Keyboard.GetState().IsKeyDown(Keys.Left)) { if (GetPlayerOriginalFrame() != playerRunFramePointRight) { ChangeState(Game.Content.Load<Texture2D>(@"Images/character2"), playerRunFramePointRight, playerRunSheetSize, true, Player); } } if (Keyboard.GetState().IsKeyUp(Keys.Left) && prevKeyboard.IsKeyUp(Keys.Left) == false) { if (GetPlayerOriginalFrame() != playerIdleFramePointRight) { ChangeState(Game.Content.Load<Texture2D>(@"Images/character2"), playerIdleFramePointRight, playerIdleSheetSize, true, Player); } } if (Keyboard.GetState().IsKeyDown(Keys.Enter) && bulletTimeSinceLastSpawnChange > bulletCreateMilliseconds) { bulletTimeSinceLastSpawnChange = 0; BulletsCreate(); prevKeyboard = Keyboard.GetState(); } if (Keyboard.GetState().IsKeyDown(Keys.O)) { ChangeBullet(Player.Bullet1); } if (Keyboard.GetState().IsKeyDown(Keys.P) && Player.HadBullet2) { ChangeBullet(Player.Bullet2); } if (Keyboard.GetState().IsKeyDown(Keys.L) && Player.HadBullet2) { ChangeBullet(Player.Bullet1); Player.HadBullet2 = false; Player.ResetSpeed(); Vector2 position = new Vector2(Player.Position.X-100,Player.Position.Y-100); Vector2 speed = Player.Speed*(-1); spriteList.Add( new EvadingSprite(Game.Content.Load<Texture2D>(@"images\plus"), position, new Point(75, 75), 10, new Point(0, 0), new Point(6, 4), speed, "pluscollision", chasingSpritePointValue, this, 0.2f, 100)); } }