Very basic crash functionality

This commit is contained in:
2021-04-21 14:14:14 +02:00
parent e5f6399736
commit c3c42506fa
8 changed files with 20 additions and 4 deletions
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+3
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@@ -9,6 +9,9 @@
<ApplicationManifest>app.manifest</ApplicationManifest> <ApplicationManifest>app.manifest</ApplicationManifest>
<ApplicationIcon>Icon.ico</ApplicationIcon> <ApplicationIcon>Icon.ico</ApplicationIcon>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|AnyCPU'">
<OutputPath>d:\EvilSatellites\</OutputPath>
</PropertyGroup>
<ItemGroup> <ItemGroup>
<None Remove="Icon.ico" /> <None Remove="Icon.ico" />
<None Remove="Icon.bmp" /> <None Remove="Icon.bmp" />
+1 -1
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@@ -56,7 +56,7 @@ namespace EvilSatellites.Objects
var player = (Player)obj; var player = (Player)obj;
if (player.Vacuuming) if (player.Vacuuming)
{ {
player.CurrentWeapon.RemainingAmmo += rnd.Next(player.CurrentWeapon.MaxAmmo); player.CurrentWeapon.Reload(rnd.Next(player.CurrentWeapon.MaxAmmo));
Destroy(); Destroy();
return; return;
} }
+7
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@@ -203,6 +203,13 @@ namespace EvilSatellites.Objects
} }
dmgSound += "/int/" + (rnd.Next(2)+1).ToString()+".wav"; dmgSound += "/int/" + (rnd.Next(2)+1).ToString()+".wav";
Screen.Manager.Sound.PlayOneshot(dmgSound); Screen.Manager.Sound.PlayOneshot(dmgSound);
if (Health < 1)
{
Destroy();
Screen.Manager.Sound.PlayOneshot(@"sfx/physics/crashes/1.wav");
System.Threading.Thread.Sleep(2000);
Environment.Exit(0);
}
} }
public void IncreaseHealth(float amount) public void IncreaseHealth(float amount)
+2 -2
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@@ -16,7 +16,7 @@ namespace EvilSatellites.Weapons
Stopping Stopping
} }
public class AbstractWeapon : IWeapon public abstract class AbstractWeapon : IWeapon
{ {
public IGameObject _wielder; public IGameObject _wielder;
public float FireRate { get; set; } public float FireRate { get; set; }
@@ -29,6 +29,6 @@ namespace EvilSatellites.Weapons
public virtual void Reload() { } public virtual void Reload() { }
public virtual void Stop() { } public virtual void Stop() { }
public virtual void Update(GameTime time) { } public virtual void Update(GameTime time) { }
public abstract void Reload(int amount);
} }
} }
+1 -1
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@@ -11,7 +11,7 @@ namespace EvilSatellites.Weapons
public interface IWeapon public interface IWeapon
{ {
void Shoot(GameTime time); void Shoot(GameTime time);
void Reload(); void Reload(int amount);
void Stop(); void Stop();
void Update(GameTime time); void Update(GameTime time);
float FireRate { get; set; } float FireRate { get; set; }
+6
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@@ -113,5 +113,11 @@ namespace EvilSatellites.Weapons
base.Update(time); base.Update(time);
} }
public override void Reload(int amount)
{
RemainingAmmo += amount;
sfxReload.Reset();
sfxReload.Play();
}
} }
} }