Beispiel #1
0
        private void HandleInput(GameTime gameTime, List <Wall> walls)
        {
            int mvSpeed = 3;

            float multiplier = 60 * gameTime.ElapsedGameTime.Milliseconds / 1000.0f; //Keeping gametime consistency for movement speed.

            KeyboardState ks = Keyboard.GetState();

            Vector2 prevPosition = player.Position;

            if (ks.IsKeyDown(Keys.W))
            {
                player.Position += new Vector2(0, -mvSpeed * multiplier);
            }
            if (ks.IsKeyDown(Keys.S))
            {
                player.Position += new Vector2(0, mvSpeed * multiplier);
            }

            foreach (Wall wall in walls)
            {
                if (player.CheckCollision(playerBase))
                {
                    player.Position = prevPosition;
                    break;
                }
            }

            prevPosition = player.Position;

            if (ks.IsKeyDown(Keys.A))
            {
                player.Position += new Vector2(-mvSpeed * multiplier, 0);
            }
            if (ks.IsKeyDown(Keys.D))
            {
                player.Position += new Vector2(mvSpeed * multiplier, 0);
            }

            if (player.CheckCollision(playerBase))
            {
                {
                    player.Position = prevPosition;
                }
            }

            // Handle shooting

            MouseState mouseState = Mouse.GetState();

            if (mouseState.LeftButton == ButtonState.Pressed)
            {
                Vector2 direction = (new Vector2(mouseState.X, mouseState.Y) - player.Position);
                direction.Normalize();
                Bullet bullet = new Bullet(player.Position + new Vector2(8, 8));
                bullet.Velocity = direction;
                bullets.Add(bullet);
            }
        }