示例#1
0
        public void FireWeapon(GameTime gameTime, PlayerObject player)
        {
            int intTime = (int)gameTime.TotalGameTime.TotalMilliseconds;
            fireRateCounter += gameTime.ElapsedGameTime.Milliseconds;

            if (this.fireRateCounter >= this.fireCooldown)
            {
                this.fireRateCounter = 0;

                switch (currentFireType)
                {

                    case fireTypes.Single:

                        foreach (SimpleStraight_BulletObject bullet in bulletsArray)
                        {
                            if (bullet.isAlive == false)
                            {
                                bullet.isAlive = true;
                                bullet.facing = player.facing;
                                bullet.position = player.position + (player.texture.Width * player.scale / 2) * player.facing;
                                bullet.velocity = this.speed * player.facing;

                                break;
                            }
                        }
                        break;
                }
            }
        }
示例#2
0
        public void manualInit()
        {
            player1 = new PlayerObject(myGame, mySpriteBatch);

            myGame.Components.Add(player1);

            mainMenu = new MainMenu(myGame, mySpriteBatch);
            mainMenu.isActive = true;
            screenList.Add(mainMenu);
            myGame.Components.Add(mainMenu);

            level_1_1 = new Level_1_1(myGame, mySpriteBatch);
            level_1_1.isActive = false;
            screenList.Add(level_1_1);

            level_1_2 = new Level_1_2(myGame, mySpriteBatch);
            level_1_2.isActive = false;
            screenList.Add(level_1_2);

            level_1_3 = new Level_1_3(myGame, mySpriteBatch);
            level_1_3.isActive = false;
            screenList.Add(level_1_3);

            level_1_4 = new Level_1_4(myGame, mySpriteBatch);
            level_1_4.isActive = false;
            screenList.Add(level_1_4);

            level_1_5 = new Level_1_5(myGame, mySpriteBatch);
            level_1_5.isActive = false;
            screenList.Add(level_1_5);

            level_2_1 = new Level_2_1(myGame, mySpriteBatch);
            level_2_1.isActive = false;
            screenList.Add(level_2_1);

            level_2_2 = new Level_2_2(myGame, mySpriteBatch);
            level_2_2.isActive = false;
            screenList.Add(level_2_2);

            level_2_3 = new Level_2_3(myGame, mySpriteBatch);
            level_2_3.isActive = false;
            screenList.Add(level_2_3);

            level_2_4 = new Level_2_4(myGame, mySpriteBatch);
            level_2_4.isActive = false;
            screenList.Add(level_2_4);

            level_2_5 = new Level_2_5(myGame, mySpriteBatch);
            level_2_5.isActive = false;
            screenList.Add(level_2_5);

            level_3_1 = new Level_3_1(myGame, mySpriteBatch);
            level_3_1.isActive = false;
            screenList.Add(level_3_1);

            setInitialValues();

            currentScreen = mainMenu;
        }