Example #1
0
 /// <summary>
 /// Allows the game to perform any initialization it needs to before starting to run.
 /// This is where it can query for any required services and load any non-graphic
 /// related content.  Calling base.Initialize will enumerate through any components
 /// and initialize them as well.
 /// </summary>
 protected override void Initialize()
 {
     // TODO: Add your initialization logic here
     gameController = new Controllers.Controller();
     contentHolder  = new ContentHolder(this.Content);
     inputHandler   = new InputHandler();
     gameWorld      = new Models.Gameworld(contentHolder, GraphicsDevice.Viewport); //TODO SINGLETON
     base.Initialize();
 }
Example #2
0
        //************** FUNCTIONS ******************

        public Gameworld updateGameWorld(Gameworld gameWorld, GameTime gameTime, InputHandler inputHandler)
        {
            getModelFromGameworld(gameWorld);

            //Change gamestate

            checkInput(gameTime, inputHandler, gameWorld);

            gameWorld.setPlayer(playerObject);

            return(gameWorld);
        }
Example #3
0
        public void SetScenario(ScenarioComponent scenario)
        {
            if (gameworld != null)
            {
                gameworld.UnregisterObserver(this);
            }
            context = scenario;

            if (scenario != null)
            {
                gameworld = scenario.GetGameWorld();
                if (gameworld != null)
                {
                    gameworld.RegisterObserver(this);
                }
            }
        }
Example #4
0
        // Checks input
        //Gameworld as argument is JUST FOR TESTING-PURPOSES
        public void checkInput(GameTime gameTime, InputHandler inputHandler, Gameworld gameWorld)
        {
            Vector2 tempVector = inputHandler.getMovementInputFromPlayer();

            playerObject.update(tempVector);


            //playerObject.update(inputHandler.getMovementInputFromPlayer());


            //Temp input
            inputHandler.updateInput();

            if (inputHandler.KeyDown(Keys.X))
            {
                gameWorld.getCamera().Zoom += (float)0.01;
            }

            if (inputHandler.KeyDown(Keys.Z))
            {
                gameWorld.getCamera().Zoom -= (float)0.01;
            }
            if (inputHandler.KeyDown(Keys.D))
            {
                playerObject.updatePosition(1, 0);
            }

            if (inputHandler.KeyDown(Keys.A))
            {
                playerObject.updatePosition(-1, 0);
            }

            if (inputHandler.KeyDown(Keys.S))
            {
                playerObject.updatePosition(0, 1);
            }


            if (inputHandler.KeyDown(Keys.W))
            {
                playerObject.updatePosition(0, -1);
            }
        }
Example #5
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>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
            {
                this.Exit();
            }

            // Stores the keyboardstate in a variable
            KeyboardState keyboard = Keyboard.GetState();

            // Exits the game when ESC is pressed
            if (keyboard.IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            // Sends gamestate to controller and receives updated state.
            gameWorld = gameController.updateGameWorld(gameWorld, gameTime, inputHandler);

            // TODO: Add your update logic here

            base.Update(gameTime);
        }
Example #6
0
 public void Visit(Gameworld gameworld)
 {
     render();
 }
Example #7
0
 //Copies the entire Gamestate
 public void getModelFromGameworld(Gameworld gameWorld)
 {
     playerObject = gameWorld.getPlayer();
 }