示例#1
0
        protected void SpawnProjectile(string projectileName, ProjectileSource source)
        {
            var slop = 20;
            //spawn the projectile just outside the players bounding box in the direction the player is facing.
            var offset       = GameUtils.RotationToVec2((float)(RigidBody.GetAngle() * 180 / System.Math.PI));
            var offsetLength = GameUtils.PhysicsVec(new Vector2(0, (Texture.Height + slop) / 2));

            offset = offset * offsetLength.Length();

            WeaponFactory.Instance.CreateProjectile(projectileName, RigidBody.GetPosition() + offset, RigidBody.GetAngle(), source);
        }
示例#2
0
        /// <summary>
        /// update override
        /// </summary>
        /// <param name="gameTime"></param>
        public override void Update(GameTime gameTime)
        {
            if (Active)
            {
                var rotationDegrees = RigidBody.GetAngle() * 180 / System.Math.PI;

                if (Keyboard.GetState().IsKeyDown(Keys.OemOpenBrackets))
                {
                    if (Vec2.Distance(Vec2.Zero, RigidBody.GetLinearVelocity()) < GameData.PlayerMaxSpeed)
                    {
                        //apply impulse to push the player to left
                        var impulseVec = GameUtils.RotationToVec2((float)rotationDegrees - 90);
                        RigidBody.ApplyImpulse(impulseVec * GameData.PlayerLateralImpulse
                                               , RigidBody.GetPosition());
                    }
                }

                if (Keyboard.GetState().IsKeyDown(Keys.OemCloseBrackets))
                {
                    if (Vec2.Distance(Vec2.Zero, RigidBody.GetLinearVelocity()) < GameData.PlayerMaxSpeed)
                    {
                        //apply impulse to push the player to right
                        var impulseVec = GameUtils.RotationToVec2((float)rotationDegrees + 90);

                        RigidBody.ApplyImpulse(impulseVec * GameData.PlayerLateralImpulse
                                               , RigidBody.GetPosition());
                    }
                }

                if (FilteredInputListener.WasKeyPressed(Keys.Left))
                {
                    WeaponInventory.SelectPreviousWeapon();
                    FilteredInputListener.ResetKey(Keys.Left);
                }

                if (FilteredInputListener.WasKeyPressed(Keys.Right))
                {
                    WeaponInventory.SelectNextWeapon();
                    FilteredInputListener.ResetKey(Keys.Right);
                }

                if (Keyboard.GetState().IsKeyDown(Keys.W))
                {
                    if (Vec2.Distance(Vec2.Zero, RigidBody.GetLinearVelocity()) < GameData.PlayerMaxSpeed)
                    {
                        var impulseVec = GameUtils.RotationToVec2((float)rotationDegrees);
                        if (Vec2.Dot(impulseVec, RigidBody.GetLinearVelocity()) == 0)
                        {
                            RigidBody.SetLinearVelocity(Vec2.Zero);
                        }
                        RigidBody.ApplyImpulse(impulseVec * GameData.PlayerImpulse
                                               , RigidBody.GetPosition());
                    }
                }
                if (Keyboard.GetState().IsKeyDown(Keys.S))
                {
                    if (Vec2.Distance(Vec2.Zero, RigidBody.GetLinearVelocity()) < GameData.PlayerMaxSpeed)
                    {
                        var impulseVec = GameUtils.RotationToVec2((float)rotationDegrees);
                        RigidBody.ApplyImpulse(impulseVec * -GameData.PlayerImpulse
                                               , RigidBody.GetPosition());
                    }
                }
                if (Keyboard.GetState().IsKeyDown(Keys.D))
                {
                    //DecreaseLinearVelocity(GameData.PlayerTurnVelocityDecrement, 1);
                    RigidBody.ApplyTorque(GameData.PlayerTurnTorque);
                }
                if (Keyboard.GetState().IsKeyDown(Keys.A))
                {
                    //DecreaseLinearVelocity(GameData.PlayerTurnVelocityDecrement, 1);
                    RigidBody.ApplyTorque(-GameData.PlayerTurnTorque);
                }
                if (Keyboard.GetState().IsKeyDown(Keys.Space))
                {
                    var weapon = WeaponInventory.GetSelectedWeapon();
                    if (weapon != null && weapon.RemainingAmmo > 0)
                    {
                        if (DateTime.Now - _lastProjectileTime > TimeSpan.FromMilliseconds(100))
                        {
                            ShootingEffect.Play();

                            _lastProjectileTime = DateTime.Now;
                            WeaponInventory.DecreaseAmmo(1);
                            SpawnProjectile(weapon.ProjectileName, ProjectileSource.Player);
                        }
                    }
                }

                if (Keyboard.GetState().IsKeyUp(Keys.W) &&
                    Keyboard.GetState().IsKeyUp(Keys.A) &&
                    Keyboard.GetState().IsKeyUp(Keys.S) &&
                    Keyboard.GetState().IsKeyUp(Keys.D))
                {
                    DecreaseLinearVelocity(GameData.PlayerTurnVelocityDecrement, 0);
                }

                if (Keyboard.GetState().IsKeyUp(Keys.A) && Keyboard.GetState().IsKeyUp(Keys.D))
                {
                    RigidBody.SetAngularVelocity(0);
                }
            }
        }