Example #1
0
        public override void Update(GameTime gameTime)
        {
            base.Update(gameTime);

            _bat.Velocity.X = 0;

            //TODO : Touch controls

            if (FlxG.Keyboard.AnyPressed(new Keys[] { Keys.Left, Keys.A }) && _bat.X > 10)
            {
                _bat.Velocity.X = -BAT_SPEED;
            }
            else if (FlxG.Keyboard.AnyPressed(new Keys[] { Keys.Right, Keys.D }) && _bat.X < 270)
            {
                _bat.Velocity.X = BAT_SPEED;
            }

            if (FlxG.Keyboard.JustReleased(Keys.R))
            {
                FlxG.ResetState();
            }

            if (_bat.X < 10)
            {
                _bat.X = 10;
            }
            if (_bat.X > 270)
            {
                _bat.X = 270;
            }

            FlxG.Collide(_ball, _walls);
            FlxG.Collide(_bat, _ball, Ping);
            FlxG.Collide(_ball, _bricks, Hit);
        }
Example #2
0
        public override void Update(GameTime gameTime)
        {
            if (FlxG.Keyboard.Pressed(Keys.W))
            {
                spriteA.Y -= 1;
            }
            if (FlxG.Keyboard.Pressed(Keys.S))
            {
                spriteA.Y += 1;
            }
            if (FlxG.Keyboard.Pressed(Keys.A))
            {
                spriteA.X -= 1;
            }
            if (FlxG.Keyboard.Pressed(Keys.D))
            {
                spriteA.X += 1;
            }
            if (FlxG.Keyboard.Pressed(Keys.Q))
            {
                spriteA.Angle -= 1;
            }
            if (FlxG.Keyboard.Pressed(Keys.E))
            {
                spriteA.Angle += 1;
            }

            if (FlxG.Keyboard.Pressed(Keys.Up))
            {
                //spriteB.Y -= 1;
                FlxG.Camera.Y -= 1;
            }
            if (FlxG.Keyboard.Pressed(Keys.Down))
            {
                //spriteB.Y += 1;
                FlxG.Camera.Y += 1;
            }
            if (FlxG.Keyboard.Pressed(Keys.Left))
            {
                //spriteB.X -= 1;
                FlxG.Camera.X -= 1;
            }
            if (FlxG.Keyboard.Pressed(Keys.Right))
            {
                //spriteB.X += 1;
                FlxG.Camera.X += 1;
            }
            if (FlxG.Keyboard.Pressed(Keys.O))
            {
                //spriteB.Angle -= 1;
                FlxG.Camera.Rotation -= MathHelper.ToRadians(1);
            }
            if (FlxG.Keyboard.Pressed(Keys.P))
            {
                //spriteB.Angle += 1;
                FlxG.Camera.Rotation += MathHelper.ToRadians(1);
            }


            text1.Text = $"1 spriteA :{spriteA.Position} Renderposition {spriteA.RenderPosition}";
            text2.Text = $"2 camera :{FlxG.Camera.Position} rotation :{FlxG.Camera.Rotation} viewoffset {FlxG.Camera.ViewOffset}";

            bool intersects = spriteA.BoundingBox.Intersects(spriteB.BoundingBox);
            //bool collision = flxg.pixelperfectoverlap(spritea, spriteb);
            bool collision = FlxG.Collide(spriteA, spriteB);

            if (collision)
            {
                spriteA.Color = Color.Red;
            }
            else
            {
                spriteA.Color = Color.White;
            }
            text3.Text = $"3 intersects: {intersects} collision : {collision}";
            text4.Text = $"4 Mouse : {FlxG.Mouse.Position} ScreenPos : {FlxG.Mouse.ScreenPosition}";
            base.Update(gameTime);
        }