Beispiel #1
0
 public void TickPlayer(long deltaTime, KeyWrapper wrapper)
 {
     if (Keyboard.GetState().IsKeyDown(Keys.W))
     {
         VelY -= (1.1f + VelY) / 15;
     }
     if (Keyboard.GetState().IsKeyDown(Keys.S))
     {
         VelY += (1.1f - VelY) / 15;
     }
     if (Keyboard.GetState().IsKeyDown(Keys.A))
     {
         VelX -= (1.1f + VelX) / 15;
     }
     if (Keyboard.GetState().IsKeyDown(Keys.D))
     {
         VelX += (1.1f - VelX) / 15;
     }
     if ((wrapper.State & KeyState.Space) > 0)
     {
         //DropBomb(X / 30, Y / 30);
     }
     //Lights[0].Rotation = (float)Math.Atan2(Mouse.GetState().Position.Y - Y * Map.TileWidth / Map.EntityPixelPerCase,
     //    Mouse.GetState().Position.X - X * Map.TileWidth / Map.EntityPixelPerCase);
 }
 public void TickPlayer(int idPlayer, GameTime gameTime, KeyWrapper wrapper)
 {
     if (!Joueur.IsDead)
     {
         Joueur.TickPlayer((int)gameTime.ElapsedGameTime.TotalMilliseconds, wrapper);
     }
 }
Beispiel #3
0
        public JeuMenu()
        {
            StartTime = 0;
            Game1.Penumbra.Lights.Clear();
            Game1.Penumbra.Hulls.Clear();
            Game1.Penumbra.AmbientColor = Color.Black;

            _hud = new Hud(Game1.Screen);
            Map  = new Map(45, Game1.Screen.ClientBounds);
            // m_Joueur = null;

            System.Random r = new System.Random();
            Point         p;
            bool          ShouldRun = true;

            do
            {
                p = new Point(r.Next() % Map.Width, r.Next() % Map.Height);
                if (!Map[p.X, p.Y].IsSolid)
                {
                    if (m_Joueur?.Weapon == null)
                    {
                        m_Joueur  = new Joueur(p.X * Map.EntityPixelPerCase, p.Y * Map.EntityPixelPerCase, Map);
                        ShouldRun = false;
                    }
                    else
                    {
                        /*Joueur tempJ = new Joueur(p.X * Map.EntityPixelPerCase, p.Y * Map.EntityPixelPerCase, Map);
                         * for (int i = 0; i < m_Joueur.Weapon.Length; i++)
                         * {
                         *  switch (m_Joueur.Weapon[i].WeaponType)
                         *  {
                         *      case WeaponType.Pistol:
                         *          tempJ.Weapon[i] = new Pistol(tempJ);
                         *          break;
                         *      case WeaponType.AssaultRifle:
                         *          tempJ.Weapon[i] = new AssaultRifle(tempJ);
                         *          break;
                         *      case WeaponType.Shotgun:
                         *          tempJ.Weapon[i] = new Shotgun(tempJ);
                         *          break;
                         *      case WeaponType.SemiAutoSniper:
                         *          tempJ.Weapon[i] = new SemiAutomaticSniper(tempJ);
                         *          break;
                         *  }
                         * }
                         * m_Joueur = tempJ;*/
                        ShouldRun = false;
                    }
                }
            }while (ShouldRun);
            EntityManager.InitInstance(m_Joueur, Map, 0);


            /*Enemy e;
             * for (int i = 0; i < 10; i++)
             * Enemy e;
             * for (int i = 0; i < 10; i++)
             * {
             *
             *  p = new Point(r.Next() % Map.Width, r.Next() % Map.Height);
             *  if (!Map[p.X, p.Y].IsSolid)
             *  {
             *      e = new KamikazeRobot(p.X * Map.EntityPixelPerCase, p.Y * Map.EntityPixelPerCase, Map);
             *      EntityManager.Instance.Add(e);
             *  }
             *
             *
             * }
             */
            _wrapper = new KeyWrapper(0, 0, 0);
        }