public override void Update(GameTime gameTime) { switch (state) { case STATE_TEST_1: base.Update(gameTime); break; case STATE_INACTIVE: break; case STATE_ACTIVE: base.Update(gameTime); BounceOnScreen(); if (hitWall) { changeState(STATE_INACTIVE); } else if (Global.probabilityPerSecond(.1)) { changeState(STATE_FADEOUT); } break; case STATE_FADEOUT: base.Update(gameTime); BounceOnScreen(); if (hitWall) { changeState(STATE_INACTIVE); } if (color.A < 10) { changeState(STATE_INACTIVE); } else { color.A = (byte)(color.A - (byte)(Global.rand.Next(0, 5))); } break; } }
private void GuideWithKeyboard() { int sem = 0; parent.velocity = Vector2.Zero; if (autoMode) { if (Global.probabilityPerSecond(1)) { autoKeyW = !autoKeyW; } if (autoKeyW) { sem += 8; parent.velocity.Y -= speedControl; } if (Global.probabilityPerSecond(1)) { autoKeyD = !autoKeyD; } if (autoKeyD) { sem += 4; parent.velocity.X += speedControl; } if (Global.probabilityPerSecond(1)) { autoKeyS = !autoKeyS; } if (autoKeyS) { sem += 2; parent.velocity.Y += speedControl; } if (Global.probabilityPerSecond(1)) { autoKeyA = !autoKeyA; } if (autoKeyA) { sem += 1; parent.velocity.X -= speedControl; } } else { if (Global.keyboardState.IsKeyDown(Keys.LeftShift)) { speedControl = 8; } else { speedControl = 4; } if (Global.keyboardState.IsKeyDown(Keys.W)) { sem += 8; parent.velocity.Y -= speedControl; } if (Global.keyboardState.IsKeyDown(Keys.D)) { sem += 4; parent.velocity.X += speedControl; } if (Global.keyboardState.IsKeyDown(Keys.S)) { sem += 2; parent.velocity.Y += speedControl; } if (Global.keyboardState.IsKeyDown(Keys.A)) { sem += 1; parent.velocity.X -= speedControl; } } if (parent.velocity.Length() > 0) { rotation = 0; changeState(STATE_RUN); if (Math.Abs(parent.velocity.Y) > 0 && Math.Abs(parent.velocity.X) > 0) { parent.velocity *= .707f; } switch (sem) { case 0: break; case 1: facingDirection = DIRECTION_W; break; case 2: facingDirection = DIRECTION_S; break; case 3: facingDirection = DIRECTION_SW; break; case 4: facingDirection = DIRECTION_E; break; case 5: break; case 6: facingDirection = DIRECTION_SE; break; case 7: facingDirection = DIRECTION_S; break; case 8: facingDirection = DIRECTION_N; break; case 9: facingDirection = DIRECTION_NW; break; case 10: break; case 11: facingDirection = DIRECTION_W; break; case 12: facingDirection = DIRECTION_NE; break; case 13: facingDirection = DIRECTION_N; break; case 14: facingDirection = DIRECTION_E; break; case 15: break; } } else { if (Global.keyboardState.IsKeyDown(Keys.E)) { changeState(STATE_READY1); } else { changeState(STATE_READY0); } } }
public override void Update(GameTime gameTime) { scale = parent.scale; base.Update(gameTime); switch (state) { case STATE_KILL: changeState(STATE_DEATH); break; case STATE_DEATH: changeState(STATE_INACTIVE); break; case STATE_INACTIVE: break; case STATE_ACTIVE: changeState(STATE_READY0); break; case STATE_RUN: #region RUN GuideWithKeyboard(); if (autoMode) { if (Global.probabilityPerSecond(.5)) { parent.velocity = Vector2.Zero; changeState(STATE_AIM0); break; } if (Global.probabilityPerSecond(.01)) { changeState(STATE_READY0); } } else { if (Global.mouseState.LeftButton == ButtonState.Pressed) { parent.velocity = Vector2.Zero; changeState(STATE_AIM0); break; } } switch (facingDirection) { case DIRECTION_N: animation = Global.Avatar_Run_N; break; case DIRECTION_E: animation = Global.Avatar_Run_E; break; case DIRECTION_S: animation = Global.Avatar_Run_S; break; case DIRECTION_W: animation = Global.Avatar_Run_W; break; case DIRECTION_NE: animation = Global.Avatar_Run_NE; break; case DIRECTION_SE: animation = Global.Avatar_Run_SE; break; case DIRECTION_NW: animation = Global.Avatar_Run_NW; break; case DIRECTION_SW: animation = Global.Avatar_Run_SW; break; } #endregion break; case STATE_READY0: #region READY GuideWithKeyboard(); if (Global.mouseState.LeftButton == ButtonState.Pressed) { parent.velocity = Vector2.Zero; changeState(STATE_AIM0); break; } if (Global.keyboardState.IsKeyDown(Keys.E)) { changeState(STATE_READY1); parent.location = Global.randomTableSpot(); break; } switch (facingDirection) { case DIRECTION_N: animation = Global.Avatar_Ready_N; break; case DIRECTION_E: animation = Global.Avatar_Ready_E; break; case DIRECTION_S: animation = Global.Avatar_Ready_S; break; case DIRECTION_W: animation = Global.Avatar_Ready_W; break; case DIRECTION_NE: animation = Global.Avatar_Ready_NE; break; case DIRECTION_SE: animation = Global.Avatar_Ready_SE; break; case DIRECTION_NW: animation = Global.Avatar_Ready_NW; break; case DIRECTION_SW: animation = Global.Avatar_Ready_SW; break; } #endregion break; case STATE_READY1: #region READY GuideWithKeyboard(); if (autoMode) { if (Global.probabilityPerSecond(5)) { parent.velocity = Vector2.Zero; changeState(STATE_AIM0); break; } if (Global.probabilityPerSecond(.01)) { changeState(STATE_READY0); } } else { if (Global.mouseState.LeftButton == ButtonState.Pressed) { parent.velocity = Vector2.Zero; changeState(STATE_AIM0); break; } if (Global.keyboardState.IsKeyUp(Keys.E)) { changeState(STATE_READY0); } } switch (facingDirection) { case DIRECTION_N: animation = Global.Avatar_Ready_N; break; case DIRECTION_E: animation = Global.Avatar_Ready_E; break; case DIRECTION_S: animation = Global.Avatar_Ready_S; break; case DIRECTION_W: animation = Global.Avatar_Ready_W; break; case DIRECTION_NE: animation = Global.Avatar_Ready_NE; break; case DIRECTION_SE: animation = Global.Avatar_Ready_SE; break; case DIRECTION_NW: animation = Global.Avatar_Ready_NW; break; case DIRECTION_SW: animation = Global.Avatar_Ready_SW; break; } #endregion break; case STATE_AIM0: #region AIM0 if (parent.hit) { parent.hit = false; changeState(STATE_CANCEL); break; } if (Global.mouseState.RightButton == ButtonState.Pressed) { changeState(STATE_CANCEL); break; } //call parent.getBullet() to add to parent list and subsequently make it a collidable curBullet = Global.currentGame.bulletPool.getBullet(); if (curBullet != null) { curBullet.color = Color.LightCyan; curBullet.changeState(Bullet.STATE_CHARGING); curBullet.parent = this.parent; curBullet.location = new Vector2(50000, 50000); //so it doesnt run into the player } else { //out of ammo changeState(STATE_CANCEL); break; } AimWithMouse(); switch (facingDirection) { case DIRECTION_N: animation = Global.Avatar_Aim_N; break; case DIRECTION_E: animation = Global.Avatar_Aim_E; break; case DIRECTION_S: animation = Global.Avatar_Aim_S; break; case DIRECTION_W: animation = Global.Avatar_Aim_W; break; case DIRECTION_NE: animation = Global.Avatar_Aim_NE; break; case DIRECTION_SE: animation = Global.Avatar_Aim_SE; break; case DIRECTION_NW: animation = Global.Avatar_Aim_NW; break; case DIRECTION_SW: animation = Global.Avatar_Aim_SW; break; } Global.currentGame.AimStick.state = ScreenObject.STATE_ACTIVE; Global.currentGame.AimStick.location = parent.location; animation.Stop(); animation.Play(); ChargeSound.Play(); changeState(STATE_AIM1); #endregion break; case STATE_AIM1: #region AIM1 if (parent.hit) { parent.hit = false; changeState(STATE_CANCEL); break; } if (Global.mouseState.RightButton == ButtonState.Pressed || curBullet.state == ScreenObject.STATE_INACTIVE) { changeState(STATE_CANCEL); break; } if (ChargeSound.State == SoundState.Stopped && ChargeLoopSound.State == SoundState.Stopped) { ChargeLoopSound.Play(); } AimWithMouse(); if (animation.CurrentFrame >= animation.FrameCount - 1) { changeState(STATE_HOLD0); break; } if (Global.mouseState.LeftButton == ButtonState.Released) { changeState(STATE_AIM2); break; } #endregion break; case STATE_AIM2: #region AIM2 if (parent.hit) { parent.hit = false; changeState(STATE_CANCEL); break; } if (Global.mouseState.RightButton == ButtonState.Pressed || curBullet.state == ScreenObject.STATE_INACTIVE) { changeState(STATE_CANCEL); break; } if (ChargeSound.State == SoundState.Stopped && ChargeLoopSound.State == SoundState.Stopped) { ChargeLoopSound.Play(); } AimWithMouse(); if (animation.CurrentFrame >= animation.FrameCount - 1) { changeState(STATE_HOLD0); break; } if (autoMode) { if (Global.probabilityPerSecond(.3)) { changeState(STATE_FIRE0); break; } } else { if (Global.mouseState.LeftButton == ButtonState.Pressed) { changeState(STATE_FIRE0); break; } } #endregion break; case STATE_HOLD0: #region HOLD0 if (parent.hit) { parent.hit = false; changeState(STATE_CANCEL); break; } if (Global.mouseState.RightButton == ButtonState.Pressed || curBullet.state == ScreenObject.STATE_INACTIVE) { changeState(STATE_CANCEL); break; } if (ChargeSound.State == SoundState.Stopped && ChargeLoopSound.State == SoundState.Stopped) { ChargeLoopSound.Play(); } AimWithMouse(); switch (facingDirection) { case DIRECTION_N: animation = Global.Avatar_Hold_N; break; case DIRECTION_E: animation = Global.Avatar_Hold_E; break; case DIRECTION_S: animation = Global.Avatar_Hold_S; break; case DIRECTION_W: animation = Global.Avatar_Hold_W; break; case DIRECTION_NE: animation = Global.Avatar_Hold_NE; break; case DIRECTION_SE: animation = Global.Avatar_Hold_SE; break; case DIRECTION_NW: animation = Global.Avatar_Hold_NW; break; case DIRECTION_SW: animation = Global.Avatar_Hold_SW; break; } if (Global.mouseState.LeftButton == ButtonState.Released) { changeState(STATE_HOLD1); break; } #endregion break; case STATE_HOLD1: #region HOLD1 if (parent.hit) { parent.hit = false; changeState(STATE_CANCEL); break; } if (Global.mouseState.RightButton == ButtonState.Pressed || curBullet.state == ScreenObject.STATE_INACTIVE) { changeState(STATE_CANCEL); break; } if (ChargeSound.State == SoundState.Stopped && ChargeLoopSound.State == SoundState.Stopped) { ChargeLoopSound.Play(); } AimWithMouse(); switch (facingDirection) { case DIRECTION_N: animation = Global.Avatar_Hold_N; break; case DIRECTION_E: animation = Global.Avatar_Hold_E; break; case DIRECTION_S: animation = Global.Avatar_Hold_S; break; case DIRECTION_W: animation = Global.Avatar_Hold_W; break; case DIRECTION_NE: animation = Global.Avatar_Hold_NE; break; case DIRECTION_SE: animation = Global.Avatar_Hold_SE; break; case DIRECTION_NW: animation = Global.Avatar_Hold_NW; break; case DIRECTION_SW: animation = Global.Avatar_Hold_SW; break; } if (autoMode) { if (Global.probabilityPerSecond(1)) { changeState(STATE_FIRE0); break; } } else { if (Global.mouseState.LeftButton == ButtonState.Pressed) { changeState(STATE_FIRE0); break; } } #endregion break; case STATE_FIRE0: #region FIRE0 AimWithMouse(); Global.currentGame.AimStick.state = ScreenObject.STATE_INACTIVE; ChargeLoopSound.Stop(); ChargeSound.Stop(); Global.FireGunSound.Play(); curBullet.state = Bullet.STATE_FIRING; switch (facingDirection) { case DIRECTION_N: animation = Global.Avatar_Fire_N; break; case DIRECTION_E: animation = Global.Avatar_Fire_E; break; case DIRECTION_S: animation = Global.Avatar_Fire_S; break; case DIRECTION_W: animation = Global.Avatar_Fire_W; break; case DIRECTION_NE: animation = Global.Avatar_Fire_NE; break; case DIRECTION_SE: animation = Global.Avatar_Fire_SE; break; case DIRECTION_NW: animation = Global.Avatar_Fire_NW; break; case DIRECTION_SW: animation = Global.Avatar_Fire_SW; break; } animation.Stop(); animation.Play(); changeState(STATE_FIRE1); #endregion break; case STATE_FIRE1: #region FIRE1 if (animation.CurrentFrame >= animation.FrameCount - 1) { changeState(STATE_READY0); } #endregion break; case STATE_CANCEL: #region CANCEL Global.currentGame.AimStick.state = ScreenObject.STATE_INACTIVE; ChargeSound.Stop(); ChargeLoopSound.Stop(); if (curBullet != null) { curBullet.state = ScreenObject.STATE_KILL; } if (Global.mouseState.RightButton == ButtonState.Released) { changeState(STATE_READY0); break; } break; #endregion } }
private void AimWithMouse() { int sem = 0; #region auto if (autoMode) { if (Global.probabilityPerSecond(1)) { autoMouse = !autoMouse; } if (Global.probabilityPerSecond(1)) { autoMouse2 = !autoMouse2; } if (autoMouse) { autoAngleInc = Global.rand.NextDouble() * .5 - .25; } if (autoMouse2) { autoAngle += autoAngleInc; } facingAngle = autoAngle; } #endregion else { facingAngle = Math.Atan2((parent.absoluteLocation.Y - Global.currentPlayer.Crosshair.absoluteLocation.Y), (parent.absoluteLocation.X - Global.currentPlayer.Crosshair.absoluteLocation.X)); } if (facingAngle < 0) { facingAngle = MathHelper.TwoPi + facingAngle; } curBullet.facingAngle = facingAngle + Math.PI; Global.currentGame.AimStick.rotation = (float)(facingAngle + Math.PI); if (state != STATE_AIM0 && state != STATE_AIM1 && state != STATE_AIM2) { sem = (int)(Math.Floor((facingAngle + Math.PI / 8) / MathHelper.PiOver4)); //get octant switch (sem) { case 0: facingDirection = DIRECTION_E; rotation = (float)(facingAngle - Math.PI); break; case 1: facingDirection = DIRECTION_NE; rotation = (float)(facingAngle - 3 * MathHelper.PiOver4); break; case 2: facingDirection = DIRECTION_N; rotation = (float)(facingAngle - MathHelper.PiOver2); break; case 3: facingDirection = DIRECTION_NW; rotation = (float)(facingAngle - MathHelper.PiOver4); break; case 4: facingDirection = DIRECTION_W; rotation = (float)(facingAngle); break; case 5: facingDirection = DIRECTION_SW; rotation = (float)(facingAngle - 7 * MathHelper.PiOver4); break; case 6: facingDirection = DIRECTION_S; rotation = (float)(facingAngle - 3 * MathHelper.PiOver2); break; case 7: facingDirection = DIRECTION_SE; rotation = (float)(facingAngle - 5 * MathHelper.PiOver4); break; case 8: facingDirection = DIRECTION_E; rotation = (float)(facingAngle - Math.PI); break; } } else { switch (facingDirection) { case DIRECTION_E: rotation = (float)(facingAngle - Math.PI); break; case DIRECTION_NE: rotation = (float)(facingAngle - 3 * MathHelper.PiOver4); break; case DIRECTION_N: rotation = (float)(facingAngle - MathHelper.PiOver2); break; case DIRECTION_NW: rotation = (float)(facingAngle - MathHelper.PiOver4); break; case DIRECTION_W: rotation = (float)(facingAngle); break; case DIRECTION_SW: rotation = (float)(facingAngle - 7 * MathHelper.PiOver4); break; case DIRECTION_S: rotation = (float)(facingAngle - 3 * MathHelper.PiOver2); break; case DIRECTION_SE: rotation = (float)(facingAngle - 5 * MathHelper.PiOver4); break; } } }