Enemies don't shoot. What is wrong? [closed]
Posted
by
Bryan
on Game Development
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or by Bryan
Published on 2012-10-24T14:52:36Z
Indexed on
2012/10/24
17:15 UTC
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Hit count: 213
I want that every enemy shoots independently bullets. If an enemy’s bullet left the screen, the enemy can shoot a new bullet. Not earlier. But for the moment, the enemies don't shoot. Not a single bullet. I guess their is something wrong with my Enemy class, but I can't find a bug and I get no error message. What is wrong?
public class Map
{
Texture2D myEnemy, myBullet ;
Player Player;
List<Enemy> enemieslist = new List<Enemy>();
List<Bullet> bulletslist = new List<Bullet>();
float fNextEnemy = 0.0f;
float fEnemyFreq = 3.0f;
int fMaxEnemy = 3 ;
Vector2 Startposition = new Vector2(200, 200);
GraphicsDeviceManager graphicsDevice;
public Map(GraphicsDeviceManager device)
{
graphicsDevice = device;
}
public void Load(ContentManager content)
{
myEnemy = content.Load<Texture2D>("enemy");
myBullet = content.Load<Texture2D>("bullet");
Player = new Player(graphicsDevice);
Player.Load(content);
}
public void Update(GameTime gameTime)
{
Player.Update(gameTime);
float delta = (float)gameTime.ElapsedGameTime.TotalSeconds;
for(int i = enemieslist.Count - 1; i >= 0; i--)
{
// Update Enemy
Enemy enemy = enemieslist[i];
enemy.Update(gameTime, this.graphicsDevice, Player.playershape.Position, delta);
// Try to remove an enemy
if (enemy.Remove == true)
{
enemieslist.Remove(enemy);
enemy.Remove = false;
}
}
this.fNextEnemy += delta;
//New enemy
if (fMaxEnemy > 0)
{
if ((this.fNextEnemy >= fEnemyFreq) && (enemieslist.Count < 3))
{
Vector2 enemyDirection = Vector2.Normalize(Player.playershape.Position - Startposition) * 100f;
enemieslist.Add(new Enemy(Startposition, enemyDirection, Player.playershape.Position));
fMaxEnemy -= 1;
fNextEnemy -= fEnemyFreq;
}
}
}
public void Draw(SpriteBatch batch)
{
Player.Draw(batch);
foreach (Enemy enemies in enemieslist)
{
enemies.Draw(batch, myEnemy);
}
foreach (Bullet bullets in bulletslist)
{
bullets.Draw(batch, myBullet);
}
}
}
public class Enemy
{
List<Bullet> bulletslist = new List<Bullet>();
private float nextShot = 0;
private float shotFrequency = 2.0f;
Vector2 vPos;
Vector2 vMove;
Vector2 vPlayer;
public bool Remove;
public bool Shot;
public Enemy(Vector2 Pos, Vector2 Move, Vector2 Player)
{
this.vPos = Pos;
this.vMove = Move;
this.vPlayer = Player;
this.Remove = false;
this.Shot = false;
}
public void Update(GameTime gameTime, GraphicsDeviceManager graphics, Vector2 PlayerPos, float delta)
{
nextShot += delta;
for (int i = bulletslist.Count - 1; i >= 0; i--)
{
// Update Bullet
Bullet bullets = bulletslist[i];
bullets.Update(gameTime, graphics, delta);
// Try to remove a bullet... Collision, hit, or outside screen.
if (bullets.Remove == true)
{
bulletslist.Remove(bullets);
bullets.Remove = false;
}
}
if (nextShot >= shotFrequency)
{
this.Shot = true;
nextShot -= shotFrequency;
}
// Does the enemy shot?
if ((Shot == true) && (bulletslist.Count < 1))
// New bullet
{
Vector2 bulletDirection = Vector2.Normalize(PlayerPos - this.vPos) * 200f;
bulletslist.Add(new Bullet(this.vPos, bulletDirection, PlayerPos));
Shot = false;
}
if (!Remove)
{
this.vMove = Vector2.Normalize(PlayerPos - this.vPos) * 100f;
this.vPos += this.vMove * delta;
if (this.vPos.X > graphics.PreferredBackBufferWidth + 1)
{
this.Remove = true;
}
else if (this.vPos.X < -20)
{
this.Remove = true;
}
if (this.vPos.Y > graphics.PreferredBackBufferHeight + 1)
{
this.Remove = true;
}
else if (this.vPos.Y < -20)
{
this.Remove = true;
}
}
}
public void Draw(SpriteBatch batch, Texture2D myTexture)
{
if (!Remove)
{
batch.Draw(myTexture, this.vPos, Color.White);
}
}
}
public class Bullet
{
Vector2 vPos;
Vector2 vMove;
Vector2 vPlayer;
public bool Remove;
public Bullet(Vector2 Pos, Vector2 Move, Vector2 Player)
{
this.Remove = false;
this.vPos = Pos;
this.vMove = Move;
this.vPlayer = Player;
}
public void Update(GameTime gameTime, GraphicsDeviceManager graphics, float delta)
{
if (!Remove)
{
this.vPos += this.vMove * delta;
if (this.vPos.X > graphics.PreferredBackBufferWidth +1)
{
this.Remove = true;
}
else if (this.vPos.X < -20)
{
this.Remove = true;
}
if (this.vPos.Y > graphics.PreferredBackBufferHeight +1)
{
this.Remove = true;
}
else if (this.vPos.Y < -20)
{
this.Remove = true;
}
}
}
public void Draw(SpriteBatch spriteBatch, Texture2D myTexture)
{
if (!Remove)
{
spriteBatch.Draw(myTexture, this.vPos, Color.White);
}
}
}
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