Example #1
0
        public void Update(GameTime gameTime)
        {
            if (Keyboard.GetState().IsKeyDown(Keys.Left))
            {
                runner.rotation.Z += 0.1f;
            }
            if (Keyboard.GetState().IsKeyDown(Keys.Right))
            {
                runner.rotation.Z -= 0.1f;
            }
            if (Keyboard.GetState().IsKeyDown(Keys.Up))
            {
                timer             += 12f;
                runner.position.X += (float)Math.Sin(runner.rotation.Z) * runspeed;
                runner.position.Y -= (float)Math.Cos(runner.rotation.Z) * runspeed;
            }
            if (Keyboard.GetState().IsKeyDown(Keys.Space) && runner.position.Z <= 0)
            {
                verticalVelocity = 10;
            }
            runner.position.Z += verticalVelocity;

            if (Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                globals.currentState = gamestates.menu;
            }
            if (timer < 100)
            {
                // lift left leg
                float movement = timer / 100;
                runner.SetBoneRotationTo("ThighL", new Vector3(0, 0, movement));
                runner.SetBoneRotationTo("ShinL", new Vector3(movement * 2, 0, 0));
                runner.SetBoneRotationTo("ThighR", new Vector3(0, 0, movement));
                runner.SetBoneRotationTo("ShinR", new Vector3(movement, 0, 0));
                runner.SetBoneRotationTo("UpperArmR", new Vector3(0, 0, movement));
                runner.SetBoneRotationTo("UpperArmL", new Vector3(0, 0, movement));
            }
            else if (timer < 200)
            {
                // lower left leg
                float movement = 2 - timer / 100;
                runner.SetBoneRotationTo("ThighL", new Vector3(0, 0, movement));
                runner.SetBoneRotationTo("ShinL", new Vector3(movement * 2, 0, 0));
                runner.SetBoneRotationTo("ThighR", new Vector3(0, 0, movement));
                runner.SetBoneRotationTo("ShinR", new Vector3(movement, 0, 0));
                runner.SetBoneRotationTo("UpperArmR", new Vector3(0, 0, movement));
                runner.SetBoneRotationTo("UpperArmL", new Vector3(0, 0, movement));
            }
            else if (timer < 300)
            {
                // lift right leg
                float movement = 2 - timer / 100;
                runner.SetBoneRotationTo("ThighL", new Vector3(0, 0, movement));
                runner.SetBoneRotationTo("ShinL", new Vector3(-movement, 0, 0));
                runner.SetBoneRotationTo("ThighR", new Vector3(0, 0, movement));
                runner.SetBoneRotationTo("ShinR", new Vector3(-movement * 2, 0, 0));
                runner.SetBoneRotationTo("UpperArmR", new Vector3(0, 0, movement));
                runner.SetBoneRotationTo("UpperArmL", new Vector3(0, 0, movement));
            }
            else if (timer < 400)
            {
                // lift left leg
                float movement = -4 + timer / 100;
                runner.SetBoneRotationTo("ThighL", new Vector3(0, 0, movement));
                runner.SetBoneRotationTo("ShinL", new Vector3(-movement, 0, 0));
                runner.SetBoneRotationTo("ThighR", new Vector3(0, 0, movement));
                runner.SetBoneRotationTo("ShinR", new Vector3(-movement * 2, 0, 0));
                runner.SetBoneRotationTo("UpperArmR", new Vector3(0, 0, movement));
                runner.SetBoneRotationTo("UpperArmL", new Vector3(0, 0, movement));
                //runner.SetBoneRotationTo("ArmUpperLMesh", new Vector3(0, 0, movement));
            }
            else
            {
                timer = 0;
            }

            if (runner.position.Z > 0)
            {
                verticalVelocity -= 1f;
                // jump bone settings
                runner.SetBoneRotationTo("ThighL", new Vector3(0, 0, 2.0f));
                runner.SetBoneRotationTo("ShinL", new Vector3(0.8f, 0, 0));
                runner.SetBoneRotationTo("ThighR", new Vector3(0, 0, -2.0f));
                runner.SetBoneRotationTo("ShinR", new Vector3(0.8f, 0, 0));
                runner.SetBoneRotationTo("UpperArmR", new Vector3(0, 0, 1.4f));
                runner.SetBoneRotationTo("UpperArmL", new Vector3(0, 0, -1.4f));
                runner.SetBoneRotationTo("LowerArmR", new Vector3(-1.1f, 0, 0));
                runner.SetBoneRotationTo("LowerArmL", new Vector3(-1.1f, 0, 0));
            }
            else
            {
                verticalVelocity = 0;
            }

            if (Keyboard.GetState().IsKeyDown(Keys.Z))
            {
                // taunt
                runner.SetBoneRotationTo("Spine", new Vector3(-0.25f, 0f, 0f));
                runner.SetBoneRotationTo("ThighL", new Vector3(0, 0, -0.05f));
                runner.SetBoneRotationTo("ShinL", new Vector3(0.0f, 0, 0));
                runner.SetBoneRotationTo("ThighR", new Vector3(0, 0, -0.05f));
                runner.SetBoneRotationTo("ShinR", new Vector3(0.0f, 0, 0));
                runner.SetBoneRotationTo("UpperArmR", new Vector3(0f, 0f, 0.5f));
                runner.SetBoneRotationTo("UpperArmL", new Vector3(0f, 0f, -0.5f));
                runner.SetBoneRotationTo("LowerArmR", new Vector3(0.3f, 0, 0));
                runner.SetBoneRotationTo("LowerArmL", new Vector3(0.3f, 0, 0));
            }
            else
            {
                runner.SetBoneRotationTo("Spine", new Vector3(0f, 0f, 0f));
            }
        }
Example #2
0
        public void Update(GameTime gameTime)
        {
            if (Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                globals.currentState = gamestates.menu;
            }

            if (runner.position.X > judge.position.X && runner.position.Z <= 0)
            {
            }
            else
            {
                if (Keyboard.GetState().IsKeyDown(Keys.Z) && previousState.IsKeyUp(Keys.Z) ||
                    Keyboard.GetState().IsKeyDown(Keys.X) && previousState.IsKeyUp(Keys.X))
                {
                    runspeed += 0.05f;
                }
                runspeed *= 0.99f;
                timer    += (gameTime.ElapsedGameTime.Milliseconds * runspeed);
                float distanceTravelled = runspeed * 8;
                runner.position.X += distanceTravelled;
                cam.position.X    += distanceTravelled;
                cam.lookAt.X      += distanceTravelled;
                previousState      = Keyboard.GetState();

                if (Keyboard.GetState().IsKeyDown(Keys.Space) && runner.position.Z <= 0)
                {
                    verticalVelocity = jumpStrength;
                }
                runner.position.Z += verticalVelocity;

                if (timer < 100)
                {
                    // lift left leg
                    float movement = timer / 100;
                    runner.SetBoneRotationTo("ThighL", new Vector3(0, 0, movement));
                    runner.SetBoneRotationTo("ShinL", new Vector3(movement * 2, 0, 0));
                    runner.SetBoneRotationTo("ThighR", new Vector3(0, 0, movement));
                    runner.SetBoneRotationTo("ShinR", new Vector3(movement, 0, 0));
                    runner.SetBoneRotationTo("UpperArmR", new Vector3(0, 0, movement));
                    runner.SetBoneRotationTo("UpperArmL", new Vector3(0, 0, movement));
                }
                else if (timer < 200)
                {
                    // lower left leg
                    float movement = 2 - timer / 100;
                    runner.SetBoneRotationTo("ThighL", new Vector3(0, 0, movement));
                    runner.SetBoneRotationTo("ShinL", new Vector3(movement * 2, 0, 0));
                    runner.SetBoneRotationTo("ThighR", new Vector3(0, 0, movement));
                    runner.SetBoneRotationTo("ShinR", new Vector3(movement, 0, 0));
                    runner.SetBoneRotationTo("UpperArmR", new Vector3(0, 0, movement));
                    runner.SetBoneRotationTo("UpperArmL", new Vector3(0, 0, movement));
                }
                else if (timer < 300)
                {
                    // lift right leg
                    float movement = 2 - timer / 100;
                    runner.SetBoneRotationTo("ThighL", new Vector3(0, 0, movement));
                    runner.SetBoneRotationTo("ShinL", new Vector3(-movement, 0, 0));
                    runner.SetBoneRotationTo("ThighR", new Vector3(0, 0, movement));
                    runner.SetBoneRotationTo("ShinR", new Vector3(-movement * 2, 0, 0));
                    runner.SetBoneRotationTo("UpperArmR", new Vector3(0, 0, movement));
                    runner.SetBoneRotationTo("UpperArmL", new Vector3(0, 0, movement));
                }
                else if (timer < 400)
                {
                    // lift left leg
                    float movement = -4 + timer / 100;
                    runner.SetBoneRotationTo("ThighL", new Vector3(0, 0, movement));
                    runner.SetBoneRotationTo("ShinL", new Vector3(-movement, 0, 0));
                    runner.SetBoneRotationTo("ThighR", new Vector3(0, 0, movement));
                    runner.SetBoneRotationTo("ShinR", new Vector3(-movement * 2, 0, 0));
                    runner.SetBoneRotationTo("UpperArmR", new Vector3(0, 0, movement));
                    runner.SetBoneRotationTo("UpperArmL", new Vector3(0, 0, movement));
                    //runner.SetBoneRotationTo("ArmUpperLMesh", new Vector3(0, 0, movement));
                }
                else
                {
                    timer = 0;
                }

                if (runner.position.Z > 0)
                {
                    verticalVelocity -= gravity;
                    // jump bone settings
                    runner.SetBoneRotationTo("ThighL", new Vector3(0, 0, 2.0f));
                    runner.SetBoneRotationTo("ShinL", new Vector3(0.8f, 0, 0));
                    runner.SetBoneRotationTo("ThighR", new Vector3(0, 0, -2.0f));
                    runner.SetBoneRotationTo("ShinR", new Vector3(0.8f, 0, 0));
                    runner.SetBoneRotationTo("UpperArmR", new Vector3(0, 0, 1.4f));
                    runner.SetBoneRotationTo("UpperArmL", new Vector3(0, 0, -1.4f));
                    runner.SetBoneRotationTo("LowerArmR", new Vector3(-1.1f, 0, 0));
                    runner.SetBoneRotationTo("LowerArmL", new Vector3(-1.1f, 0, 0));
                }
                else
                {
                    verticalVelocity = 0;
                }
            }
        }