Reputation: 127
I can't believe I'm stuck on this, currently my player code allows the player to walk around ecetera, it even allows the player to commit suicide when the buttons Ctrl and K are pressed. Now heres my problem, When the player commits suicide, it will draw a string of text in the corner with a funny statement. But I don't want this to be the only one, I want it to alternate between 3 different statements based on you committing suicide and I don't know how exactly to put this into motion, heres my player code:
using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;
namespace Teir_Tactical_2A
{
public class Player
{
public Random random;
public Texture2D playerunarmed;
public Texture2D playerM1911;
public Texture2D playerM4;
public KeyboardState keyState;
public SpriteFont Font1;
public KeyboardState oldKeyboardState;
public Vector2 playerPosition;
public SpriteBatch spriteBatch;
public float Angle { get; set; }
public float AngularVelocity { get; set; }
public Vector2 playerVelocity = Vector2.One;
public bool M1911;
public bool M4;
public bool player;
public bool LMBpressed;
public bool RMBpressed;
public bool isplayeralive;
public bool respawnscreen;
float angle;
public Player(ContentManager content, Vector2 location)
{
this.playerunarmed = content.Load<Texture2D>("PLAYER");
this.playerM1911 = content.Load<Texture2D>("PLAYERM1911");
this.playerM4 = content.Load<Texture2D>("PLAYERM4");
playerPosition = location;
M1911 = true;
M4 = true;
player = true;
LMBpressed = false;
random = new Random(3);
RMBpressed = false;
isplayeralive = true;
respawnscreen = false;
Font1 = content.Load<SpriteFont>("Font1");
}
public void Update()
{
MouseState curMouse = Mouse.GetState();
if (isplayeralive == false)
{
alive();
}
if (respawnscreen == true)
{
respawn();
}
if (M1911 == true)
{
armedM1911();
}
if (M4 == true)
{
armedM4();
}
if (player == true)
{
unarmed();
}
if (LMBpressed == true)
{
LMBpressedA();
}
if (RMBpressed == true)
{
RMBpressedA();
}
Vector2 mouseLoc = new Vector2(curMouse.X, curMouse.Y);
Vector2 direction = mouseLoc - playerPosition;
angle = (float)(Math.Atan2(direction.Y, direction.X));
if (curMouse.LeftButton == ButtonState.Pressed)
{
LMBpressed = true;
}
if (curMouse.RightButton == ButtonState.Pressed)
{
RMBpressed = true;
}
keyState = Keyboard.GetState();
if (isplayeralive == false && LMBpressed == true)
{
isplayeralive = true;
respawnscreen = true;
}
if (keyState.IsKeyDown(Keys.LeftControl) && keyState.IsKeyDown(Keys.K))
{
isplayeralive = false;
}
if (keyState.IsKeyDown(Keys.D1))
{
M1911 = false;
M4 = false;
player = true;
}
if (keyState.IsKeyDown(Keys.D2))
{
M1911 = true;
player = false;
}
if (keyState.IsKeyDown(Keys.D3))
{
M4 = true;
M1911 = false;
player = false;
}
if (keyState.IsKeyDown(Keys.D))
playerPosition.X += playerVelocity.X + 1;
if (keyState.IsKeyDown(Keys.A))
playerPosition.X -= playerVelocity.X + 1;
if (keyState.IsKeyDown(Keys.W))
playerPosition.Y -= playerVelocity.Y + 1;
if (keyState.IsKeyDown(Keys.S))
playerPosition.Y += playerVelocity.Y + 1;
}
public void Draw(SpriteBatch spriteBatch)
{
spriteBatch.Begin();
{
Rectangle sourceRectangle = new Rectangle(0, 0, playerunarmed.Width, playerunarmed.Height);
Vector2 origin = new Vector2(playerunarmed.Width / 2, playerunarmed.Height / 2);
if (M1911 == true)
{
spriteBatch.Draw(playerM1911, new Rectangle((int)playerPosition.X, (int)playerPosition.Y, playerunarmed.Width, playerunarmed.Height), null, Color.White, angle + 90, new Vector2(86, 88), SpriteEffects.None, 0f);
}
if (respawnscreen == true)
{
spriteBatch.DrawString(Font1, "Looks like someone commited suicide", new Vector2(968, 52), Color.Red);
}
if (player == true)
{
spriteBatch.Draw(playerunarmed, new Rectangle((int)playerPosition.X, (int)playerPosition.Y, playerunarmed.Width, playerunarmed.Height), null, Color.White, angle + 90, new Vector2(86, 88), SpriteEffects.None, 0f);
}
if (M4 == true)
{
spriteBatch.Draw(playerM4, new Rectangle((int)playerPosition.X, (int)playerPosition.Y, playerunarmed.Width, playerunarmed.Height), null, Color.White, angle + 90, new Vector2(86, 88), SpriteEffects.None, 0f);
}
if (LMBpressed == true)
{
spriteBatch.DrawString(Font1, "LMB PRESSED (shot taken prototype)", new Vector2(1000, 22), Color.GreenYellow);
}
if (RMBpressed == true)
{
spriteBatch.DrawString(Font1, "RMB PRESSED (grenade thrown prototype)", new Vector2(968, 34), Color.Red);
}
if (RMBpressed == true && LMBpressed == true)
{
spriteBatch.DrawString(Font1, "If you are seeing this, the mouse is functioning correctly", new Vector2(810, 45), Color.Black);
}
}
spriteBatch.End();
}
public void armedM1911()
{
M1911 = true;
M4 = false;
player = false;
}
public void armedM4()
{
M4 = true;
M1911 = false;
player = false;
}
public void unarmed()
{
M1911 = false;
M4 = false;
}
public void LMBpressedA()
{
LMBpressed = false;
}
public void RMBpressedA()
{
RMBpressed = false;
}
public void alive()
{
M1911 = false;
player = false;
M4 = false;
}
public void respawn()
{
player = true;
}
}
}
Here is where I want it to alternate in my draw method.
if (respawnscreen == true)
{
spriteBatch.DrawString(Font1, "Looks like someone commited suicide", new Vector2(968, 52), Color.Red);
}
how exactly does random work? and how would I implement it here?
EDIT: I've tried implementing what you said, I'm getting an error 'Cannot implicitly convert 'string' to 'string[]' Its odd, I think its where I'm trying to put this, where does it go?
EDIT2: Sorry, typo on my part, I just noticed the '[]' after the first string testing..
Final: Well after toying with your code, I finally got it to work to my expectations, I also had to modify a couple variables for continuity's sake.
I added this in the constructor:
String suicideStr;
public bool suicide;
And this into the LoadContent(); method:
suicideStr = strs[random.Next(strs.Length)];
adding this bool into the Update(); method:
if (suicide == true)
{
suicided();
}
I then added in the variable for it and added this to the suicide buttons:
if (keyState.IsKeyDown(Keys.LeftControl) && keyState.IsKeyDown(Keys.K))
{
isplayeralive = false;
isplayerdead = true;
bloodspatter = true;
suicide = true;
}
And added this to the click to respawn variable:
if (isplayeralive == false && LMBpressed == true)
{
isplayeralive = true;
isplayerdead = false;
suicide = false;
suicideStr = strs[random.Next(strs.Length)];
}
Then I just finished with drawing it if the suicide variable equalled true.
What I think I did was tell the game to draw the text if the player suicided and each time that the player clicks/suicides then it updates the string. Is this right thinking?
Upvotes: 0
Views: 254
Reputation: 633
Edited according @Andrew Russell's suggestion
Do you mean you want to select a string randomly for suicide player?
String[] strs = new String[]{ "It's a good day to die!", "Oops!", "I don't wanna live!" };
Random random = new Random();
And you might need to "pick" a string when a player suicide. Insert this line after a player press suicide keys.
String suicideStr = strs[random.Next(str.Length)];
And modify your code in
if (respawnscreen == true){
spriteBatch.DrawString(Font1, suicideStr, new Vector2(968, 52), Color.Red);
}
How about this?
Upvotes: 1