/// <summary> /// Prevents a default instance of the <see cref="WeaponHandler"/> class from being created. /// </summary> private WeaponHandler() { // This demonstrates the power of OOP. To add a weapon, with it's own attributes, simply add it to the // list (making sure the name matches a folder in the Weapon folder, to load textures and sounds) this.weapons = new[] { new Weapon("Minigun", 10000, 1000, 50, true, true), new Weapon("Pistol", 10, 100, 5, false, false), new Weapon("Rifle", 30, 50, 10, true, false) }; #if XBOX this.ReticulePosition = new Vector2(Game1.GameScreenWidth / 2, Game1.GameScreenHeight / 2); #endif // If godmode is active, use the minigun. If not, use the normal weapon if (!Tools.GameConstants.GodMode) { this.currentWeaponIndex = 1; } this.currentWeapon = this.weapons[this.currentWeaponIndex]; }
/// <summary> /// Changes the current weapon /// </summary> private void ChangeWeapon() { // If going to the next weapon takes you out of the array, start over if (this.currentWeaponIndex + 1 == this.weapons.Count()) { // If God-mode is activated, allow the use of the god weapon. If not, start at index 1 this.currentWeaponIndex = Tools.GameConstants.GodMode ? 0 : 1; } else { this.currentWeaponIndex++; } this.currentWeapon = this.weapons[this.currentWeaponIndex]; }