Example #1
0
        private void UpdateMovement(GameTime theGameTime, KeyboardState aCurrentKeyboardState)
        {
            if (mCurrentState != State.Walking) return;

            mSpeed = Vector2.Zero;
            mDirection = Vector2.Zero;

            Position.Y = currentBrick.Position.Y - Source.Height;

            if (aCurrentKeyboardState.IsKeyDown(Keys.Left))
            {
                timeElapsed += (float)theGameTime.ElapsedGameTime.TotalSeconds;

                if (timeElapsed > TimeToUpdate)
                {
                    timeElapsed -= TimeToUpdate;

                    Source = new Rectangle(currentFrame * 20, WalkingLeftFrameY, 20, FrameHeight);

                    if (++currentFrame == NrOfFrames)
                        currentFrame = 0;
                }

                if (Position.X > 0)
                {
                    mSpeed.X = JumperSpeed;
                    mDirection.X = MoveLeft;
                }
            }

            else if (aCurrentKeyboardState.IsKeyDown(Keys.Right))
            {
                timeElapsed += (float)theGameTime.ElapsedGameTime.TotalSeconds;

                if (timeElapsed > TimeToUpdate)
                {
                    timeElapsed -= TimeToUpdate;

                    Source = new Rectangle(currentFrame * 20, WalkingRightFrameY, 20, FrameHeight);

                    if (++currentFrame == NrOfFrames)
                        currentFrame = 0;
                }

                if (Position.X + Size.Width < windowWidth)
                {
                    mSpeed.X = JumperSpeed;
                    mDirection.X = MoveRight;
                }
            }
            else
            {
                Source = new Rectangle(0, 80, 20, FrameHeight);
            }

            if (currentBrick.PowerUp(new Rectangle((int)Position.X, (int)Position.Y, FrameWidth, FrameHeight)))
            {
            }

            if(Position.X < currentBrick.Position.X - 10 || Position.X >= currentBrick.Position.X + currentBrick.Source.Width)
            {
                //System.Diagnostics.Debug.WriteLine("FALLING");
                mCurrentState = State.Falling;
                Source = new Rectangle(0, FrameHeight * 2, FrameWidth, FrameHeight);
                mSpeed.Y = JumperSpeed*2;
                mDirection.Y = MoveDown;
                currentBrick = null;
                parachute = false;
            }
        }
Example #2
0
        private void UpdateFalling(KeyboardState aCurrentKeyboardState, List<Brick> bricks)
        {
            if (mCurrentState != State.Falling) return;

            mDirection.Y = MoveDown;
            mSpeed.Y = JumperSpeed;

            if (aCurrentKeyboardState.IsKeyDown(Keys.Left))
            {
                if (Position.X > 0)
                {
                    mSpeed.X = (float)JumperSpeed / 1.5f;
                    mDirection.X = MoveLeft;
                }

            }
            else if (aCurrentKeyboardState.IsKeyDown(Keys.Right))
            {
                if (Position.X + Size.Width < windowWidth)
                {
                    mSpeed.X = (float)JumperSpeed / 1.5f;
                    mDirection.X = MoveRight;
                }
            }

            if(aCurrentKeyboardState.IsKeyDown(Keys.F) && !parachute)
            {
                parachute = true;
                Source = new Rectangle(FrameWidth * 3, FrameHeight * 2, FrameWidth, FrameHeight);
            }

            if (Position.X <= 0)
            {
                mDirection.X = MoveRight;
            }
            else if (Position.X + Size.Width > windowWidth)
            {
                mDirection.X = MoveLeft;
            }

            if (Position.Y >= windowHeight)
                Position.Y = 0;

            var brick = bricks.FirstOrDefault(
                x =>
                x.Position.X - 10 <= Position.X && x.Position.X + x.Source.Width - 10 >= Position.X &&
                x.Position.Y - 2 <= (int)(Position.Y + Source.Height) &&
                (int)(Position.Y + Source.Height) <= (x.Position.Y + x.Source.Height));

            if (brick == null)
            {
                mSpeed.Y = !parachute ? JumperSpeed * 2 : JumperSpeed;
                mDirection.Y = MoveDown;
            }
            else
            {
                //System.Diagnostics.Debug.WriteLine("WALKING");
                parachute = false;
                currentBrick = brick;
                mCurrentState = State.Walking;
                Source = new Rectangle(mDirection.X == 1 ? 40 : 0, WalkingRightFrameY, FrameWidth, FrameHeight);
                Position.Y = brick.Position.Y - Source.Height;
            }
        }