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>
        public override void Update(GameTime gameTime, InputManager input)
        {
            _tileMap.Update(gameTime.ElapsedGameTime.Milliseconds);

            // Allows the game to exit
            if (input.KeyDown(Keys.Escape))
                RequestExit = true;

            if (input.KeyDown(Keys.D))
                _viewport.X += 1;
            else if (input.KeyDown(Keys.A))
                _viewport.X -= 1;

            if (input.KeyDown(Keys.S))
                _viewport.Y += 1;
            else if (input.KeyDown(Keys.W))
                _viewport.Y -= 1;

            if (input.KeyDown(Keys.Right))
                _sprite.Velocity.X = 3;
            else if (input.KeyDown(Keys.Left))
                _sprite.Velocity.X = -3;
            else
                _sprite.Velocity.X = 0;

            //jump
            if (input.KeyDown(Keys.Up))
                _sprite.Velocity.Y = -6;

            //apply gravity
            _sprite.Velocity.Y += 9 * (float)gameTime.ElapsedGameTime.TotalSeconds;
            moveSprite(_sprite, _sprite.Velocity);
            _sprite.Update(gameTime);
        }
Beispiel #2
0
 public Game1()
 {
     graphics = new GraphicsDeviceManager(this);
     Content.RootDirectory = "Content";
     graphics.PreferredBackBufferWidth = SCREEN_WIDTH;
     graphics.PreferredBackBufferHeight = SCREEN_HEIGHT;
     _gameStateStack = new List<GameState>();
     _input = new InputManager();
 }
Beispiel #3
0
 public abstract void Update(GameTime gameTime, InputManager input);