public InputHandler(ArmorPotionsGame game)
            : base(game)
        {
            keyboardState = Keyboard.GetState();

            mouseState = Mouse.GetState();

            gamePadStates = new GamePadState[Enum.GetValues(typeof(PlayerIndex)).Length];
            lastGamePadStates = new GamePadState[Enum.GetValues(typeof(PlayerIndex)).Length];

            foreach (PlayerIndex index in Enum.GetValues(typeof(PlayerIndex)))
                gamePadStates[(int)index] = GamePad.GetState(index);
        }
Beispiel #2
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        public Camera(ArmorPotionsGame game, float _setX, float _setY, float _setW, float _setH, float _setScale)
            : base(game)
        {
            this._cameraX = _setX;
            this._cameraY = _setY;
            this._cameraW = _setW;
            this._cameraH = _setH;
            this._cameraCenter.X = this._cameraX + (this.CameraW / 2);
            this._cameraCenter.Y = this._cameraY + (this.CameraH / 2);
            this._scale = _setScale;

            _viewportRectangle = game.ScreenRectangle;
        }
Beispiel #3
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        public World(ArmorPotionsGame game)
        {
            _game = game;
            _projectiles = new List<Projectile>();
            _projectilesToAdd = new List<Projectile>();

            _player = new Player(this, _game.Content.Load<Texture2D>(@"Player\PlayerWalking"), _game.Content.Load<Texture2D>(@"Player\SwordAttack"));
            _player.Position = new Vector2(350, 350);

            Rectangle clientBounds = _game.Window.ClientBounds;
            _camera = new Camera(_game, 0, 0, clientBounds.Width, clientBounds.Height, 1f);
            _game.Components.Add(_camera);

            MaxTileWidth = clientBounds.Width / Tile.Width;
            MaxTileHeight = clientBounds.Height / Tile.Height;
        }