Ejemplo n.º 1
0
        protected override void Update(GameTime gameTime)
        {
            var deltaTime     = gameTime.GetElapsedSeconds();
            var keyboardState = Keyboard.GetState();
            var mouseState    = Mouse.GetState();

            if (keyboardState.IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            if (_player != null && !_player.IsDestroyed)
            {
                const float acceleration = 5f;

                if (keyboardState.IsKeyDown(Keys.W) || keyboardState.IsKeyDown(Keys.Up))
                {
                    _player.Accelerate(acceleration);
                }

                if (keyboardState.IsKeyDown(Keys.S) || keyboardState.IsKeyDown(Keys.Down))
                {
                    _player.Accelerate(-acceleration);
                }

                if (keyboardState.IsKeyDown(Keys.A) || keyboardState.IsKeyDown(Keys.Left))
                {
                    _player.Rotation -= deltaTime * 3f;
                }

                if (keyboardState.IsKeyDown(Keys.D) || keyboardState.IsKeyDown(Keys.Right))
                {
                    _player.Rotation += deltaTime * 3f;
                }

                if (keyboardState.IsKeyDown(Keys.Space) || mouseState.LeftButton == ButtonState.Pressed)
                {
                    _player.Fire();
                }

                if (_previousMouseState.X != mouseState.X || _previousMouseState.Y != mouseState.Y)
                {
                    _player.LookAt(_camera.ScreenToWorld(new Vector2(mouseState.X, mouseState.Y)));
                }

                _camera.LookAt(_player.Position + _player.Velocity * 0.2f);
                _camera.Zoom = 1.0f - (_player.Velocity.Length() / 500f);
            }

            _entityManager.Update(gameTime);

            CheckCollisions();

            _previousMouseState = mouseState;

            base.Update(gameTime);
        }
Ejemplo n.º 2
0
        protected override void Update(GameTime gameTime)
        {
            var deltaTime     = (float)gameTime.ElapsedGameTime.TotalSeconds;
            var keyboardState = Keyboard.GetState();
            var mouseState    = Mouse.GetState();

            if (keyboardState.IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            const float acceleration = 5f;

            if (keyboardState.IsKeyDown(Keys.W) || keyboardState.IsKeyDown(Keys.Up))
            {
                _player.Accelerate(acceleration);
            }

            if (keyboardState.IsKeyDown(Keys.S) || keyboardState.IsKeyDown(Keys.Down))
            {
                _player.Accelerate(-acceleration);
            }

            if (keyboardState.IsKeyDown(Keys.A) || keyboardState.IsKeyDown(Keys.Left))
            {
                _player.Rotation -= deltaTime * 3f;
            }

            if (keyboardState.IsKeyDown(Keys.D) || keyboardState.IsKeyDown(Keys.Right))
            {
                _player.Rotation += deltaTime * 3f;
            }

            if (keyboardState.IsKeyDown(Keys.Space) || mouseState.LeftButton == ButtonState.Pressed)
            {
                _player.Fire();
            }

            if (_previousMouseState.X != mouseState.X || _previousMouseState.Y != mouseState.Y)
            {
                _player.LookAt(_camera.ScreenToWorld(new Vector2(mouseState.X, mouseState.Y)));
            }

            _entityManager.Update(gameTime);


            foreach (var laser in _entityManager.Entities.Where(e => e is Laser).Cast <Laser>().ToArray())
            {
                foreach (var meteor in _entityManager.Entities.Where(e => e is Meteor).Cast <Meteor>().ToArray())
                {
                    if (meteor.Contains(laser.Position))
                    {
                        meteor.Damage(1);
                        laser.Destroy();
                        var animator = Content.Load <SpriteSheetAnimator>("explosion-animations");
                        _entityManager.AddEntity(new Explosion(animator, meteor.Position));
                        return;
                    }
                }
            }

            _previousMouseState = mouseState;

            _camera.LookAt(_player.Position + _player.Velocity * 0.2f);

            base.Update(gameTime);
        }