Example #1
0
        protected override void Update(GameTime gameTime)
        {
            KeyboardState keyboardState = Keyboard.GetState();

            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || keyboardState.IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            // TODO: Add your update logic here


            var gamePadState = GamePad.GetState(PlayerIndex.One);

            //var leftStick = gamePadState.ThumbSticks.Left;

            var dt = gameTime.ElapsedGameTime.TotalMilliseconds;

            player.Update(gamePadState, keyboardState, dt);

            var collisions = map.Collide(player.getPos());

            player.Collide(collisions);

            //if (leftStick.X < 0) {
            //    pos.X -= (float)dt;
            //} else if (leftStick.X > 0) {
            //    pos.X += (float)dt;
            //}

            base.Update(gameTime);
        }
Example #2
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)
        {
            var state = Keyboard.GetState();

            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed ||
                Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }
            if (Player1.Collide(Snoek))
            {
                MessageBox.Show("score:" + Snoek.score);
                Exit();
            }

            // TODO: Add your update logic here
            if (Snoek.direction == Player.direction.left)
            {
                Snoek.Position.X += Snoek.speed;
            }
            if (Snoek.direction == Player.direction.right)
            {
                Snoek.Position.X -= Snoek.speed;
            }

            // Move our sprite based on arrow keys being pressed:
            if (state.IsKeyDown(Keys.Right))
            {
                Player1.Move(Player.direction.right);
            }
            if (state.IsKeyDown(Keys.Left))
            {
                Player1.Move(Player.direction.left);
            }
            if (state.IsKeyDown(Keys.Up))
            {
                Player1.Move(Player.direction.up);
            }
            if (state.IsKeyDown(Keys.Down))
            {
                Player1.Move(Player.direction.down);
            }
            base.Update(gameTime);
        }