示例#1
0
        public void createMissile(GameTime gameTime, Player objPlayer, List <missile> myMissiles)
        {
            TimeSpan timeScinceLastShot = gameTime.TotalGameTime - objPlayer.lastShot;

            if (timeScinceLastShot > objPlayer.shotCoolDown)
            {
                missile missile = new missile();

                missile.playerNum = objPlayer.playerNum;

                if (left == true)
                {
                    missile.Position = new Vector2(objPlayer.position.X, objPlayer.position.Y + objPlayer.texture.Height / 2 - 7);
                }
                else
                {
                    missile.Position = new Vector2(objPlayer.position.X + objPlayer.texture.Width, objPlayer.position.Y + objPlayer.texture.Height / 2 - 7);
                }
                missile.rectangle = new Rectangle((int)objPlayer.position.X + objPlayer.texture.Width / 2, (int)objPlayer.position.Y + objPlayer.texture.Height / 2 - 10, 16, 16);
                missile.Rotation  = 1.6f;

                Matrix missleRotationMatrix = Matrix.CreateRotationZ(missile.Rotation);
                if (left == true)
                {
                    missile.Velocity = new Vector2(-10, 0);
                }
                else
                {
                    missile.Velocity = new Vector2(10, 0);
                }

                missile.MaxLimit = new Vector2(2000, 2000);
                missile.MinLimit = new Vector2(-50, -50);
                missile.Size     = new Vector2(6, 10);

                myMissiles.Add(missile);
                objPlayer.lastShot = gameTime.TotalGameTime;

                //soundShoot.Play();
            }
        }
示例#2
0
        public void Input(GameTime gameTime, Keys moveLeft, Keys moveRight, Keys jump, Keys Shoot, Player playernumber, List <missile> myMissiles)
        {
            if (Dead == false)
            {
                if (Keyboard.GetState().IsKeyDown(moveRight))
                {
                    velocity.X = movementSpeed;
                    flip       = SpriteEffects.None;
                    left       = false;
                }
                else if (Keyboard.GetState().IsKeyDown(moveLeft))
                {
                    velocity.X = -movementSpeed;
                    flip       = SpriteEffects.FlipHorizontally;
                    left       = true;
                }
                else
                {
                    velocity.X = 0f;
                }



                if (Keyboard.GetState().IsKeyDown(Shoot))
                {
                    createMissile(gameTime, playernumber, myMissiles);
                }


                if ((playerNum == 1 && Keyboard.GetState().IsKeyDown(jump) && hasJumped == false) || (playerNum == 2 && Keyboard.GetState().IsKeyDown(jump) && hasJumped == false))
                {
                    position.Y -= 9f;
                    velocity.Y  = -12f;
                    hasJumped   = true;
                    timesJumped++;


                    if (timesJumped < maxJumps)
                    {
                        JumpTimer.timer = 0.5f;
                    }
                }


                if (JumpTimer.finished == true && timesJumped <= maxJumps)
                {
                    hasJumped = false;
                }

                if ((playerNum == 1 && Keyboard.GetState().IsKeyDown(Keys.Space) && hasJumped == false) || (playerNum == 2 && Keyboard.GetState().IsKeyDown(Keys.NumPad0) && hasJumped == false))
                {
                    TimeSpan timeScinceLastShot = gameTime.TotalGameTime - lastShot;

                    missile missile = new missile();
                    if (Keyboard.GetState().IsKeyDown(Shoot))
                    {
                        if (timeScinceLastShot > shotCoolDown)
                        {
                            missile.Position = position;

                            missile.Velocity = new Vector2(2, 0);

                            missile.Size = new Vector2(16, 16);

                            missile.Velocity = missile.Velocity + velocity;

                            missile.MaxLimit = new Vector2(graphics.PreferredBackBufferWidth + 500,
                                                           graphics.PreferredBackBufferHeight + 500);
                            missile.MinLimit = new Vector2(-500, -500);

                            myMissiles.Add(missile);

                            lastShot = gameTime.TotalGameTime;
                        }
                    }
                }

                float i = 1;
                velocity.Y += 0.05f * i;
            }
        }