Example #1
0
        public override void Initialize()
        {
            base.Initialize();

            input = new PlayerInput(PlayerIndex.One);

            input.BindAction("Exit", Keys.Z);
            input.BindAction("Enter", Keys.X);

            screens = new Dictionary<string, Screen>
            {
                //{"scripting", new ScriptTest()}
                //{"player", new PlayerTest()},
                //{"particles", new ParticlesTest()}
                //{"xmltest", new XMLTest()}
                {"gametest", new GameTest()}
            };

            foreach (var screen in screens.Values)
                Add(screen);
        }
Example #2
0
        public override void Initialize()
        {
            // Must happen at the start
            base.Initialize();

            //CollisionEngine.Debug = true;

            CollisionEngine.Register<Enemy, PlayerBullet>(GetHitByABullet);
            CollisionEngine.Register<Player, EnemyBullet>(GetHitByABullet);

            CollisionEngine.Register<Player, Enemy>(GetHitByASprite);

            AnimationLoader.Test();

            player = new Player();
            Add(player);

            input = new PlayerInput(PlayerIndex.One);
            input.BindAction("Quit", Keys.Q);
            input.BindAction("Left", Keys.Left);
            input.BindAction("Right",Keys.Right);
            input.BindAction("Up",Keys.Up);
            input.BindAction("Down",Keys.Down);
            input.BindAction("Fire",Keys.Space);

            fireLimit = new Limiter(.05f);

            CollisionEngine.Add(player);
            ScriptingEngine.Add("player", player);

            var enemies = new DrawableGameObject();
            Add(enemies);
            ScriptingEngine.Add("enemies", enemies);

            ScriptingEngine.Load("GameTest");
        }
Example #3
0
 /// <summary>
 /// Allows the screen to handle user input. Unlike Update, this method
 /// is only called when the screen is active, and not when some other
 /// screen has taken the focus.
 /// </summary>
 public virtual void HandleInput(PlayerInput input)
 {
 }