Example #1
0
        public static void Update(int squaresAcross, int squaresDown, Player player, List <Character> enemies)
        {
            KeyboardState ks = Keyboard.GetState();

            if (player.Position.X == Game1.ScreenWidth / 2f)
            {
                if (ks.IsKeyDown(Keys.Left) && !CollisionHandler.CheckForObjectCollision(0, -1, (int)player.Position.X, (int)player.Position.Y))
                {
                    Camera.Location.X = MathHelper.Clamp(Camera.Location.X - Player.Speed, 0, (TileMap.mapWidth - squaresAcross) * Tile.TileWidth);
                    foreach (var enemy in enemies)
                    {
                        enemy.Position.X = MathHelper.Clamp(enemy.Position.X + Player.Speed, enemy.Position.X, EnemyMaxWidth);
                    }
                }

                if (ks.IsKeyDown(Keys.Right) && !CollisionHandler.CheckForObjectCollision(0, 0, (int)player.Position.X, (int)player.Position.Y))
                {
                    Camera.Location.X = MathHelper.Clamp(Camera.Location.X + Player.Speed, 0, TileMap.mapWidth * Tile.TileWidth);
                    foreach (var enemy in enemies)
                    {
                        enemy.Position.X = MathHelper.Clamp(enemy.Position.X - Player.Speed, CameraMaxWidth * -1, TileMap.mapWidth * Tile.TileWidth);
                    }
                }
            }

            if (player.Position.Y == Game1.ScreenHeight / 2f)
            {
                if (ks.IsKeyDown(Keys.Up) && !CollisionHandler.CheckForObjectCollision(0, 0, (int)player.Position.X, (int)player.Position.Y))
                {
                    Camera.Location.Y = MathHelper.Clamp(Camera.Location.Y - Player.Speed, 0, (TileMap.mapHeight - squaresDown) * Tile.TileHeight);
                    foreach (var enemy in enemies)
                    {
                        enemy.Position.Y = MathHelper.Clamp(enemy.Position.Y + Player.Speed, enemy.Position.Y, EnemyMaxHeight);
                    }
                }

                if (ks.IsKeyDown(Keys.Down) && !CollisionHandler.CheckForObjectCollision(1, 0, (int)player.Position.X, (int)player.Position.Y))
                {
                    Camera.Location.Y = MathHelper.Clamp(Camera.Location.Y + Player.Speed, 0, (TileMap.mapHeight - squaresDown) * Tile.TileHeight);
                    foreach (var enemy in enemies)
                    {
                        enemy.Position.Y = MathHelper.Clamp(enemy.Position.Y - Player.Speed, CameraMaxHeight * -1, TileMap.mapWidth * Tile.TileWidth);
                    }
                }
            }
        }