public GameScreen(DataClasses.GameConfiguration gameConfig) { mWorld = new World(new Vector2(0, 2)); mMapLoader = new Maps.MapLoader(gameConfig.MapName, mWorld); SpriteObjects.Ship ship = gameConfig.Ship; ship.ShipPosition = mMapLoader.shipStartPosP1; ship.World = mWorld; mPlayer1 = new ControllerAgents.LocalAgent(ship); _cameraZoom = new Vector3(0.5f, 0.5f, 0.5f); }
public virtual void HandleKeyboard(KeyboardState curState, KeyboardState prevState) { #if DEBUG if (curState.IsKeyUp(Keys.R) && prevState.IsKeyDown(Keys.R)) { // reinitalise and reload the map from xml DEBUG mMapLoader.unloadBodies(); mMapLoader = new Maps.MapLoader(mMapLoader.MapFile, mWorld); mMapLoader.loadMap(Content); } #endif }
public BaseGame(DataClasses.GameConfiguration gameConfig) { mWorld = new World(new Vector2(0, 1f)); //0.5 mMapLoader = new Maps.MapLoader(gameConfig.MapName, mWorld); }
public void HandleKeyboard(KeyboardState state, KeyboardState prevState) { // We make it possible to rotate the circle body if (state.IsKeyDown(Keys.A)) mPlayer1.moveLeft(); if (state.IsKeyDown(Keys.D)) mPlayer1.moveRight(); if (state.IsKeyDown(Keys.W)) mPlayer1.moveForward(gameTime, _view); if (state.IsKeyUp(Keys.D) && prevState.IsKeyDown(Keys.D)) mPlayer1.stall(); if (state.IsKeyUp(Keys.A) && prevState.IsKeyDown(Keys.A)) mPlayer1.stall(); if (state.IsKeyUp(Keys.F) && prevState.IsKeyDown(Keys.F)) mPlayer1.fire(); if (state.IsKeyDown(Keys.Space) && prevState.IsKeyUp(Keys.Space)) mPlayer1.reset(); #if DEBUG if (state.IsKeyUp(Keys.R) && prevState.IsKeyDown(Keys.R)) { // reinitalise and reload the map from xml DEBUG mMapLoader.unloadBodies(); mMapLoader = new Maps.MapLoader("../../../Maps/level1.xml", mWorld); mMapLoader.loadMap(Content); } #endif }