add autofire (with a cooldown); don't shoot a plethora of shots at once
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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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