Beispiel #1
0
        private void HandleFireInput()
        {
            if (_fireInput.isReleased)
            {
                float xImp = 5;
                xImp *= (_mDirection == EntityConstants.MovementDirection.RIGHT) ? 1 : -1;
                Vector2 force = new Vector2(
                    xImp,
                    -1 * EntityConstants.JumpVelocity / EntityConstants.PixelPerMeter);

                ProjectileComponent arrow = new ProjectileComponent(dust, force);
                var pos = this.transform.localPosition;
                pos.X += (_mDirection == EntityConstants.MovementDirection.RIGHT) ? 10 : -10;

                var ent = Core.scene.createEntity("arrow", pos);
                ent.addComponent(arrow);

                var arrowmove = new MovementComponent();
                ent.addComponent(arrowmove);
            }
        }
Beispiel #2
0
        public override void onAddedToEntity()
        {
            _mState     = EntityConstants.MovementStates.JUMP;
            _mDirection = EntityConstants.MovementDirection.RIGHT;
            _velocity   = new Vector2(0, 0);

            _sprite = this.getComponent <Sprite>();

            _jumpInput = new VirtualButton();
            _jumpInput.nodes.Add(new Nez.VirtualButton.KeyboardKey(Keys.W));

            _fireInput = new VirtualButton();
            _fireInput.nodes.Add(new Nez.VirtualButton.KeyboardKey(Keys.S));

            _movementInput = new VirtualIntegerAxis();
            _movementInput.nodes.Add(new Nez.VirtualAxis.KeyboardKeys(VirtualInput.OverlapBehavior.TakeNewer, Keys.A, Keys.D));

            //_moveComp = new MovementComponent();
            //this.entity.addComponent(_moveComp);

            _moveComp = this.entity.getComponent <MovementComponent>();
        }
 public override void onAddedToEntity()
 {
     _mover = this.entity.getComponent <MovementComponent>();
     this.entity.addComponent(_sprite);
 }