Beispiel #1
0
        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            #region interface and buttons

            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            // Mouse tracking
            currentSelection = null;
            MouseState currentState = Mouse.GetState();
            //Loop through all the game objects.  See if you're overtop of any of them.
            for (int i = 0; i < world.objects.Count; ++i)
            {
                //Check position based on fontsize.
                if (currentState.X > world.objects[i].position.X && currentState.X < world.objects[i].position.X + spriteDimensions.X
                    && currentState.Y > world.objects[i].position.Y && currentState.Y < world.objects[i].position.Y + spriteDimensions.Y)
                {
                    currentSelection = world.objects[i];
                    break; //Forget you!  I'll use break statements as much as I want while hacking!
                }
            }

            //Drag and drop interface.  This can be fixed with some variables to make it more exact when selecting items.
            if (currentState.LeftButton == ButtonState.Pressed)
            {
                for (int i = 0; i < world.player.inventory.Count; i++)
                {
                    //Check position based on fontsize.
                    if (currentState.X > 500 + i * this.statsDimensions.X && currentState.X < 500 + i * this.statsDimensions.X + statsDimensions.X
                        && currentState.Y > height - 100 && currentState.Y < height - 100 + statsDimensions.Y)
                    {
                        indexSelected = i;
                        break; //Once again, unnecessary, but good for processer times.
                    }
                }
            }
            else //On release.
            {
                if (indexSelected != -1)
                {
                    //If you're over top of anothe person, (and it's not you, give them that flower).
                    if (currentSelection != null && currentSelection != world.player)
                    {
                        world.player.giveFlower(currentSelection, world.player.inventory[indexSelected]);
                    }

                    //Either way, you don't have it selected.
                    indexSelected = -1;
                }
            }

            //Button Presses
            KeyboardState currentKeyState = Keyboard.GetState();
            Keys[] currentKeysDown = currentKeyState.GetPressedKeys();
            //Run logic.
            world.player.movementX = 0;
            world.player.movementY = 0;
            foreach (Keys k in currentKeysDown)
            {
                if (k == Keys.W) { world.player.movementY = -1; }
                else if (k == Keys.S) { world.player.movementY = 1; }
                else if (k == Keys.A) { world.player.movementX = -1; }
                else if (k == Keys.D) { world.player.movementX = 1; }
            }

            #endregion

            #region gameLogic

            world.update();

            #endregion

            base.Update(gameTime);
        }
Beispiel #2
0
        public bool doCollision(BaseObject b)
        {
            if (b is Flower)
            {
                //Add it to your inventory.
                inventory.Add((b as Flower).color);

                if (this.controlled == true)
                {
                    int j = 3;
                }

                //Tell the world what you did.
                world.broadcastAction(new Action(this, this.getFlower, null, new dynamic[] { (b as Flower).color }, 100, 5));

                if(b.color == favoriteColor)
                    increaseOwnHappiness(flowerInterest);

                return true; //Collision is finished.  Object is to be removed.
            }

            return false; //Collision is finished.  Do not remove object.
        }