示例#1
0
        public override void Update(GameTime gameTime)
        {
            KeyboardState keyState = Keyboard.GetState();

            GamePadState Controler = GamePad.GetState(PlayerIndex.One);

            // If the Tank is not alive, then the Turret is not alive.
            if (TD_Game.Instance.playerTank.isAlive == false)
            {
                this.isAlive = false;
            }

            // If the Tank has finished the level, then the Turret is not alive.
            if (TD_Game.Instance.level_1.bFinish == true)
            {
                this.isAlive = false;
            }

            float timeDelta = (float)gameTime.ElapsedGameTime.TotalSeconds;

            // The position of the Turrent.
            this.pos.X = TD_Game.Instance.playerTank.pos.X + (TD_Game.Instance.playerTank.sprite.Width / 2) - 10;
            this.pos.Y = TD_Game.Instance.playerTank.pos.Y + (TD_Game.Instance.playerTank.sprite.Height / 2) + 10;

            // Rotation of the Turret to the right/down.
            if (keyState.IsKeyDown(Keys.Right) || Controler.ThumbSticks.Right.X > 0)
            {
                if (rot <= 3.14f / 8)
                {
                    rot += timeDelta * speed;
                }
            }

            // Rotation of the turret to the left/up.
            if (keyState.IsKeyDown(Keys.Left) || Controler.ThumbSticks.Right.X < 0)
            {
                if (rot >= -3.14 / 5)
                {
                    rot -= timeDelta * speed;
                }
            }

            // The input and bullet code for post firing.
            if (keyState.IsKeyDown(Keys.Enter) || Controler.Triggers.Right >= 0.5f)
            {
                TD_GameActor Bullet = new TD_Fire();

                // If enough time has passed, then the Tank can fire again.
                if (lastTimeAttack + intervalBetweenAttack1 < gameTime.TotalGameTime)
                {
                    Bullet.sprite = TD_Game.Instance.Content.Load <Texture2D>("Bullet_1");

                    soundEffect.Play(1.0f, 0, 0);

                    Bullet.look.X = (float)Math.Sin((rot + (3.14 / 2)));
                    Bullet.look.Y = -(float)Math.Cos((rot + (3.14 / 2)));

                    Bullet.pos.X = this.pos.X;
                    Bullet.pos.Y = this.pos.Y;

                    Bullets.Add(Bullet);

                    // Once a bullet has left the playable screen, remove it from the List.
                    foreach (TD_GameActor Check in this.Bullets)
                    {
                        if (Check.box.X > TD_Game.Instance.GraphicsDevice.DisplayMode.Width || Check.box.Y > TD_Game.Instance.GraphicsDevice.DisplayMode.Height || Check.box.X < 0 || Check.box.Y < 0)
                        {
                            Check.Bullets.Remove(Bullet);
                        }
                    }
                    lastTimeAttack = gameTime.TotalGameTime;
                }
            }
        }
示例#2
0
        public override void Update(GameTime gametime)
        {
            float timeDelta = (float)gametime.ElapsedGameTime.TotalSeconds;

            // If the player is dead, look to the origin,
            // else look towards the center of the Turret,
            // which is at the center of the Tank.
            if (TD_Game.Instance.turret.isAlive == false)
            {
                look = new Vector2();
            }
            else
            {
                look = TD_Game.Instance.turret.pos - this.pos;
            }



            if (TD_Game.Instance.level_1.Level_Scroll_L || TD_Game.Instance.level_2.Level_Scroll_L)
            {
                this.pos.X += (speed + 2.0f);
            }
            else if (TD_Game.Instance.level_1.Level_Scroll_R || TD_Game.Instance.level_2.Level_Scroll_R)
            {
                this.pos.X -= (speed + 2.0f);
            }



            if (look.Length() > 450.0f)
            {
                //code to detect if dino is hit

                for (int i = 0; i < TD_Game.Instance.Bullets.Count; i++)
                {
                    if (this.box.Intersects(TD_Game.Instance.Bullets[i].box))
                    {
                        this.isAlive = false;
                        TD_Game.Instance.Bullets[i].isAlive = false;
                        TD_Game.Instance.turret.score      += 125;
                    }
                }
            }
            else
            {
                look.Normalize();

                // Check if a bullet Intersects with a Dino and if it does,
                // then flag the bullet and Dino as not alive and give
                // the player points.



                for (int i = 0; i < TD_Game.Instance.Bullets.Count; i++)
                {
                    if (this.box.Intersects(TD_Game.Instance.Bullets[i].box))
                    {
                        this.isAlive = false;
                        TD_Game.Instance.Bullets[i].isAlive = false;
                        TD_Game.Instance.turret.score      += 200;
                    }
                }

                // Rotation code for the Dino on the Y axis.
                if (TD_Game.Instance.turret.pos.Y < pos.Y)
                {
                    rot = (float)Math.Atan(look.X / -look.Y);
                }
                else
                {
                    rot = (float)(Math.Atan(-look.X / look.Y));
                    rot = rot + 3.14f;
                }


                TD_GameActor BGBullet = new TD_Fire(0.5f);

                // If enough time has passed, then the Tank can fire again.
                if (lastTimeAttack + intervalBetweenAttack1 < gametime.TotalGameTime)
                {
                    BGBullet.sprite = TD_Game.Instance.Content.Load <Texture2D>("Dino_Bullet");

                    //soundEffect.Play(1.0f, 0, 0);

                    BGBullet.look.X = (float)Math.Sin(rot);
                    BGBullet.look.Y = -(float)Math.Cos(rot);

                    BGBullet.pos.X = this.pos.X;
                    BGBullet.pos.Y = this.pos.Y;

                    this.Bullets.Add(BGBullet);

                    // Once a bullet has left the playable screen, remove it from the List.
                    foreach (TD_GameActor Check in this.Bullets)
                    {
                        if (Check.box.X > TD_Game.Instance.GraphicsDevice.DisplayMode.Width || Check.box.Y > TD_Game.Instance.GraphicsDevice.DisplayMode.Height || Check.box.X < 0 || Check.box.Y < 0)
                        {
                            Check.Bullets.Remove(BGBullet);
                        }
                    }

                    lastTimeAttack = gametime.TotalGameTime;
                }

                look.Normalize();
            }
        }