private void Shoot(Vector2 target, GameTime time) { shotCooldown -= time.ElapsedGameTime.TotalSeconds; if (shotCooldown < 0) { BulletsEverywhere.SpawnBullet(new Vector2((faces == facing.right) ? (collision.X + collision.Width + 10) : collision.X - 50, collision.Y + 10), (faces == facing.right), BulletsEverywhere.BulletType.regenbogen); shotCooldown = 0.5; } }
private void Shoot(Vector2 target, GameTime time) { shotCooldown -= time.ElapsedGameTime.TotalSeconds; if (shotCooldown < 0) { Sound.sounds["Schlitzschlitz"].Play(); BulletsEverywhere.SpawnBullet(new Vector2((faces == facing.right) ? (collision.X + collision.Width + 10) : collision.X - 50, collision.Y + 10), (faces == facing.right), BulletsEverywhere.BulletType.knife); shotCooldown += 1; } }
private void Shoot(Vector2 target, GameTime time) { shotCooldown -= time.ElapsedGameTime.TotalSeconds; if (shotCooldown < 0) { Sound.sounds["Bösesschlitzschlitz"].Play(); bool right = rand.NextDouble() < 0.5; BulletsEverywhere.SpawnBullet(target + new Vector2(right?-200:200, 0), right, BulletsEverywhere.BulletType.cthullu); shotCooldown = 5; } }
private void Shoot(Vector2 target, GameTime time) { shotCooldown -= time.ElapsedGameTime.TotalSeconds; if (shotCooldown < 0) { Sound.sounds["Blob"].Play(); BulletsEverywhere.SpawnBullet(sprite.Center.ToVector2() + new Vector2(0, verticalSpeed), true, BulletsEverywhere.BulletType.seifenblase); shotCooldown += 0.5; } else if (shotCooldown < 0) { shotCooldown = 0; } }
public override void Update(GameTime time) { Revolvertexture.Update(time); Kanonetexture.Update(time); Seesterntexture.Update(time); if (Controls.GetKey(Controls.EKey.Up).HasJustBeenPressed() && jumpcount < 5) { isJumping = true; currjumpduration = 0; currjumpheight = 0; jumpcount += 1; } if (Controls.GetKey(Controls.EKey.Down).IsPressed()) { Position += new Vector2(0, 150f) * (float)time.ElapsedGameTime.TotalSeconds; isJumping = false; } if (Controls.GetKey(Controls.EKey.Left).IsPressed()) { SetAnimations(1); Position += new Vector2(-150f, 0) * (float)time.ElapsedGameTime.TotalSeconds; } else if (Controls.GetKey(Controls.EKey.Right).IsPressed()) { SetAnimations(1); Position += new Vector2(150f, 0) * (float)time.ElapsedGameTime.TotalSeconds; } else { SetAnimations(0); } if (Controls.GetKey(Controls.EKey.firstweapon).IsPressed()) { currentweapon = weapon.revolver; } if (Controls.GetKey(Controls.EKey.secondweapon).IsPressed()) { currentweapon = weapon.kanone; } if (Controls.GetKey(Controls.EKey.thirdweapon).IsPressed()) { currentweapon = weapon.seestern; } shotCooldown -= time.ElapsedGameTime.TotalSeconds; if (shotCooldown < 0) { shotCooldown = -0.1; } if (Controls.GetKey(Controls.EKey.Shoot).IsPressed()) { if (shotCooldown < 0) { Sound.sounds["PewPew2"].Play(); switch (currentweapon) { case weapon.revolver: //BulletsEverywhere.SpawnBullet(new Vector2((faces == facing.right) ? (collision.X + collision.Width + 30) : collision.X -30, collision.Y), (faces == facing.right), BulletsEverywhere.BulletType.cthullu); BulletsEverywhere.SpawnBullet(new Vector2((faces == facing.right)?(collision.X + collision.Width + 30):collision.X - 40, collision.Y + 11), (faces == facing.right), BulletsEverywhere.BulletType.revolver); shotCooldown += 0.5; break; case weapon.kanone: BulletsEverywhere.SpawnBullet(new Vector2((faces == facing.right) ? (collision.X + collision.Width + 30) : collision.X - 40, collision.Y + 13), (faces == facing.right), BulletsEverywhere.BulletType.kanone); shotCooldown += 1; break; case weapon.seestern: BulletsEverywhere.SpawnBullet(new Vector2((faces == facing.right) ? (collision.X + collision.Width + 30) : collision.X - 40, collision.Y + 11), (faces == facing.right), BulletsEverywhere.BulletType.seestern); shotCooldown += 0.6; break; } } } if (isJumping) { Jump(time); } else { //schwerkraft Position += new Vector2(0, 100f) * (float)time.ElapsedGameTime.TotalSeconds; } }