public void Move(Game1.Direction direction, GameLand gameLand, GameObject[,] block, int height, int width, Bonuses bonuses, int[,] bonusBoard, GameTime gameTime) { bushSpeed = speed - 0.8f; if (direction == Game1.Direction.UP) { Position.Y = Position.Y - velocity.Length(); CheckLandCollision(direction, gameLand, block, height, width); CheckBonuseCollision(bonuses, bonusBoard, height, width, gameTime); checkForGameLandAnd(direction, height, width); } if (direction == Game1.Direction.Down) { Position.Y = Position.Y + velocity.Length(); CheckLandCollision(direction, gameLand, block, height, width); CheckBonuseCollision(bonuses, bonusBoard, height, width, gameTime); checkForGameLandAnd(direction, height, width); } if (direction == Game1.Direction.Right) { texture = content.Load <Texture2D>("heroright"); Position.X = Position.X + velocity.Length(); CheckLandCollision(direction, gameLand, block, height, width); CheckBonuseCollision(bonuses, bonusBoard, height, width, gameTime); checkForGameLandAnd(direction, height, width); } if (direction == Game1.Direction.Left) { texture = content.Load <Texture2D>("heroleft"); Position.X = Position.X - velocity.Length(); CheckLandCollision(direction, gameLand, block, height, width); CheckBonuseCollision(bonuses, bonusBoard, height, width, gameTime); checkForGameLandAnd(direction, height, width); } }
public void Move(GameLand gameLand, GameObject[,] block, int height, int width, Hero hero) { Position.X += speedX; Position.Y += speedY; CheckLandCollision(gameLand, block, height, width); checkForGameLandAnd(height, width); }
public void CheckLandCollision(Game1.Direction direction, GameLand gameLand, GameObject[,] block, int height, int width) { int[,] gameBoard = gameLand.GameBoard; block = gameLand.Block; for (int y = 0; y < height; y++) { for (int x = 0; x < width; x++) { if (gameBoard[y, x] == 30) { if (BoundingBox.Intersects(block[y, x].BoundingBox)) { if (direction == Game1.Direction.UP) { Position.X = Position.X + 0; Position.Y = Position.Y + velocity.Length(); } if (direction == Game1.Direction.Right) { Position.X = Position.X - velocity.Length(); Position.Y = Position.Y + 0; } if (direction == Game1.Direction.Down) { Position.X = Position.X + 0; Position.Y = Position.Y - velocity.Length(); } if (direction == Game1.Direction.Left) { Position.X = Position.X + velocity.Length(); Position.Y = Position.Y + 0; } } } else if (gameBoard[y, x] == 20) { if (BoundingBox.Intersects(block[y, x].BoundingBox)) { velocity = new Vector2(bushSpeed); } } else if (gameBoard[y, x] != 30 && gameBoard[y, x] != 20) { if (BoundingBox.Intersects(block[y, x].BoundingBox)) { velocity = new Vector2(constantSpeed); } } } } }
public void Move(GameLand gameLand, GameObject[,] block, int height, int width, Hero hero) { if (speedX > 0) { texture = content.Load <Texture2D>("Flyingmonster"); } else { texture = content.Load <Texture2D>("Flyingmonsterleft"); } Position.X += speedX; Position.Y += speedY; checkForGameLandAnd(height, width); }
public void Move(GameLand gameLand, GameObject[,] block, int height, int width, Hero hero) { if (speedX > 0) { texture = content.Load <Texture2D>("Zombie"); } else { texture = content.Load <Texture2D>("Zombieleft"); } Position.X += speedX; Position.Y += speedY; CheckLandCollision(gameLand, block, height, width); CheckForGameLandAnd(height, width); }
public void Move(GameLand gameLand, GameObject[,] block, Hero hero) { for (int i = 0; i < count; i++) { if (monster[i] != null) { monster[i].Move(gameLand, block, h, w, hero); } if (zombie[i] != null) { zombie[i].Move(gameLand, block, h, w, hero); } if (flyingMonster[i] != null) { flyingMonster[i].Move(gameLand, block, h, w, hero); } } }
public void CheckLandCollision(GameLand gameLand, GameObject[,] block, int height, int width) { int[,] gameBoard = gameLand.GameBoard; block = gameLand.Block; for (int y = 0; y < height; y++) { for (int x = 0; x < width; x++) { if (gameBoard[y, x] == 30) { if (BoundingBox.Intersects(block[y, x].BoundingBox)) { speedX *= -1; } } } } }
protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); gameLand = new GameLand(spriteBatch, height, width); gameLand.load(Content); bonuses = new Bonuses(spriteBatch, gameLand.H, gameLand.W); bonuses.load(Content, gameLand.GameBoard); enemys = new Enemys(Content, spriteBatch, 12, gameLand.H, gameLand.W); enemys.load(gameLand.GameBoard); hero = new Hero(Content.Load <Texture2D>("heroright"), new Vector2(3, 3), 1.7f); hero.Content = Content; userInterface = new UserInterface(spriteBatch); userInterface.Load(Content, height, width); }