Beispiel #1
0
        public void Update(GameTime time)
        {
            var kbState = Keyboard.GetState();

            var isRunning = kbState.IsKeyDown(Keys.LeftShift);

            // Movement
            if (kbState.IsKeyDown(Keys.A))
            {
                Props.AddForceX(-acceleration * (isRunning ? runModifier : 1));
            }
            else if (kbState.IsKeyDown(Keys.D))
            {
                Props.AddForceX(acceleration * (isRunning ? runModifier : 1));
            }

            if (kbState.IsKeyDown(Keys.W))
            {
                Props.AddForceY(-acceleration * (isRunning ? runModifier : 1));
            }
            else if (kbState.IsKeyDown(Keys.S))
            {
                Props.AddForceY(acceleration * (isRunning ? runModifier : 1));
            }

            // Anims
            animCurrent.Update(time.ElapsedGameTime.Milliseconds);

            // Ensure correct anim is being used
            if (IsJetPacking)
            {
                if (animCurrent.Name != animJetting.Name)
                {
                    animCurrent = animJetting;
                }
            }
            else if (Props.IsGrounded)
            {
                if (Props.Velocity.X != 0 && animCurrent.Name != animWalking.Name)
                {
                    animCurrent = animWalking;
                }
                else if (Props.Velocity.X == 0 && animCurrent.Name != animStanding.Name)
                {
                    animCurrent = animStanding;
                }
            }
            else
            {
                if (animCurrent.Name != animStanding.Name)
                {
                    animCurrent = animStanding;
                }
            }

            /*
             * // Jump action
             * var canJump = (Props.IsGrounded && Props.Velocity.Y == 0);
             *
             * if (kbState.IsKeyDown(Keys.Space) && canJump)
             * {
             *  Props.AddForceY(-jumpPower, overrideTopSpeed: true);
             *
             *  // raise event
             *  eventBus.QueueNotification(Events.PlayerJumped);
             * }
             *
             * // Jetpack
             * if (kbState.IsKeyDown(Keys.W))
             * {
             *  IsJetPacking = true;
             *  Props.AddForceY(-jetPower, overrideTopSpeed: true);
             * }
             * else
             * {
             *  IsJetPacking = false;
             * }
             */

            // projectiles
            fireListener.Update(time);

            var mouseState = Mouse.GetState();
            var mousePos   = mouseState.Position;

            // aim
            base.Props.Rotation = Bonsai.Framework.Maths.GameMathHelper
                                  .GetDirectionInRadians(this.Position, (camera.CurrentFocus - BonsaiGame.Current.ScreenCenter) + new Vector2(mousePos.X, mousePos.Y));
        }