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@ -11,6 +11,7 @@ namespace SemiColinGames { |
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public Vector2 Position = new Vector2(48, 1080 / 8); |
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public Vector2 Position = new Vector2(48, 1080 / 8); |
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public Vector2 HalfSize = new Vector2(16, 10); |
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public Vector2 HalfSize = new Vector2(16, 10); |
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public float Speed = 150f; |
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public float Speed = 150f; |
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public float ShotCooldown = 0f; |
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} |
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} |
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public class Shot { |
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public class Shot { |
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@ -70,25 +71,18 @@ namespace SemiColinGames { |
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Player.Position.X = Math.Min(Player.Position.X, Bounds.Size.X - Player.HalfSize.X); |
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Player.Position.X = Math.Min(Player.Position.X, Bounds.Size.X - Player.HalfSize.X); |
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Player.Position.Y = Math.Max(Player.Position.Y, Player.HalfSize.Y); |
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Player.Position.Y = Math.Max(Player.Position.Y, Player.HalfSize.Y); |
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Player.Position.Y = Math.Min(Player.Position.Y, Bounds.Size.Y - Player.HalfSize.Y); |
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Player.Position.Y = Math.Min(Player.Position.Y, Bounds.Size.Y - Player.HalfSize.Y); |
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Player.ShotCooldown -= modelTime; |
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foreach (Shot shot in Shots) { |
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foreach (Shot shot in Shots) { |
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shot.Update(modelTime); |
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shot.Update(modelTime); |
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} |
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} |
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if (input[0].Attack && !input[1].Attack) { |
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// TODO: move this all into Player.Update().
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if (input[0].Attack && Player.ShotCooldown <= 0) { |
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Player.ShotCooldown = 0.2f; |
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Vector2 shotOffset = new Vector2(12, 2); |
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Vector2 shotOffset = new Vector2(12, 2); |
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Vector2 shotPosition = Vector2.Add(Player.Position, shotOffset); |
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Vector2 shotPosition = Vector2.Add(Player.Position, shotOffset); |
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Shots.Add(new Shot(shotPosition, new Vector2(300, -50))); |
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Shots.Add(new Shot(shotPosition, new Vector2(300, -40))); |
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Shots.Add(new Shot(shotPosition, new Vector2(300, -30))); |
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Shots.Add(new Shot(shotPosition, new Vector2(300, -20))); |
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Shots.Add(new Shot(shotPosition, new Vector2(300, -10))); |
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Shots.Add(new Shot(shotPosition, new Vector2(300, 0))); |
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Shots.Add(new Shot(shotPosition, new Vector2(300, 0))); |
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Shots.Add(new Shot(shotPosition, new Vector2(300, 10))); |
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Shots.Add(new Shot(shotPosition, new Vector2(300, 20))); |
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Shots.Add(new Shot(shotPosition, new Vector2(300, 30))); |
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Shots.Add(new Shot(shotPosition, new Vector2(300, 40))); |
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Shots.Add(new Shot(shotPosition, new Vector2(300, 50))); |
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} |
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} |
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Shots.RemoveAll(shot => !Bounds.Intersects(shot.Bounds)); |
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Shots.RemoveAll(shot => !Bounds.Intersects(shot.Bounds)); |
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