Added more sound effects. Added initial weapon muzzle fire logic.
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@@ -1,15 +1,13 @@
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using AlienAttack.MonoGame.Things.Bullets;
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using AlienAttack.MonoGame.Things.Enemies;
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using AlienAttack.MonoGame.Things.Items;
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using AlienAttack.MonoGame.Things.Muzzles;
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using AlienAttack.MonoGame.Things.Weapons;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Audio;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input;
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using System;
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using System.Collections.Generic;
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using System.IO;
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using static System.Net.Mime.MediaTypeNames;
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namespace AlienAttack.MonoGame.Things;
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@@ -52,11 +50,19 @@ internal class Player : MoveableSprite
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public int Health { get; protected set; }
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public int Shield { get; protected set; }
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public IReadOnlyList<Muzzle> Muzzles { get; } =
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[
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new Muzzle(MuzzleId.Center, new Vector2(31.5f, 1f)),
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new Muzzle(MuzzleId.Left, new Vector2(15f, 27f)),
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new Muzzle(MuzzleId.Right, new Vector2(47f, 27f)),
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];
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public Player(int x, int y) : base(x, y)
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{
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BoundBox = new Rectangle(0, 0, 64, 64);
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ActiveWeapons.Add(new Minigun());
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//ActiveWeapons.Add(new Minigun());
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//ActiveWeapons.Add(new FastMinigun());
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ActiveWeapons.Add(new MinigunSpread());
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Health = 100;
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Shield = 100;
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}
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@@ -336,10 +342,12 @@ internal class Player : MoveableSprite
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{
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//SCIEnrg_Shield Activate_01_SFRMS_SCIWPNS
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int number = context.Random.Next(1, 6);
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//int number = context.Random.Next(1, 6);
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SoundEffect soundEffect = context.Content.Load<SoundEffect>(@$"Sfx\Shield\SCIEnrg_Shield Activate_0{number}_SFRMS_SCIWPNS");
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soundEffect.Play(0.85f, (float)(context.Random.NextDouble() * 0.1 - 0.05), 0);
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//SoundEffect soundEffect = context.Content.Load<SoundEffect>(@$"Sfx\Shield\SCIEnrg_Shield Activate_0{number}_SFRMS_SCIWPNS");
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//soundEffect.Play(0.85f, (float)(context.Random.NextDouble() * 0.1 - 0.05), 0);
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//context.AudioManager.PlayPickup(PickupKind.Shield);
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GiveShield(20);
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}
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