public void Update(GameTime gameTime)
{
//Player movement
if (contHand.GetInput().Contains("Up"))
{
Move();
playerTextureIdle = playerTextureMoving;
}
if (!contHand.GetInput().Contains("Up"))
{
SlowDown();
playerTextureIdle = defaultTexture;
}
if (contHand.GetInput().Contains("Right"))
{
rotationAngle = rotationAngle + 0.1f;
bulletDirection = new Vector2((float)Math.Cos(rotationAngle), (float)Math.Sin(rotationAngle));
}
if (contHand.GetInput().Contains("Left"))
{
rotationAngle = rotationAngle - 0.1f;
bulletDirection = new Vector2((float)Math.Cos(rotationAngle), (float)Math.Sin(rotationAngle));
}
if (delay > 0)
{
delay--;
}
if (delay <= 0)
{
if (contHand.GetInput().Contains("Shoot"))
{
weapList.Add(Shoot(1));
}
}
hitBox = new Rectangle((int)(playerPos.X - (playerTextureIdle.Width / 2)), (int)(playerPos.Y - (playerTextureIdle.Height / 2)), playerTextureIdle.Width, playerTextureIdle.Height);
contHand.SetWiimoteLeds(0, lives);
}