public override void Draw(SpriteBatch spriteBatch, Map map) { if (visible) { base.Draw(spriteBatch, map); } }
public override void Draw(SpriteBatch theSpriteBatch, Map map) { foreach (Rocket aRocket in mRockets) { aRocket.Draw(theSpriteBatch, map); } base.Draw(theSpriteBatch, map); }
//Draws the sprite to the screen public virtual void Draw(SpriteBatch theSpriteBatch, Map map) { //Find the screen position for the texture Vector2 scrpos = map.worldToScreen(mPosition); //map.drawOnMap(theSpriteBatch, mSpriteTexture, mPosition, source); theSpriteBatch.Draw(mSpriteTexture, scrpos, source, Color.White); }
public void Update(GameTime theGameTime, Map map) { KeyboardState currentKeyboardState = Keyboard.GetState(); UpdateMovement(currentKeyboardState); UpdateRocket(theGameTime, currentKeyboardState, map); mPreviousKeyboardState = currentKeyboardState; map.setViewPos(mPosition); base.Update(theGameTime, mSpeed, mDirection); }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here player = new Player(); map = new Map(); Globals.screenWidth = graphics.GraphicsDevice.Viewport.Width; Globals.screenHeight = graphics.GraphicsDevice.Viewport.Height; base.Initialize(); }
private void shootRocket(Map map) { if (mCurrentState == State.Walking) { //Check if there are any invisible rockets in the list bool createNewRocket = true; Vector2 rocketDirection; if (mDirection.X == MOVE_LEFT) { rocketDirection = new Vector2(MOVE_LEFT, 0); } else { rocketDirection = new Vector2(MOVE_RIGHT, 0); } Vector2 rocketStartPosition = map.screenToWorld(new Vector2(mPosition.X + rocketDirection.X * X_FRAME_WIDTH + X_ROCKET_OFFSET, mPosition.Y + Y_ROCKET_OFFSET)); Vector2 rocketSpeed = new Vector2(ROCKET_SPEED, 0); foreach (Rocket aRocket in mRockets) { if(!aRocket.visible){ createNewRocket = false; aRocket.Fire(rocketStartPosition, rocketSpeed, rocketDirection); break; } } if (createNewRocket) { Rocket aRocket = new Rocket(); aRocket.LoadContent(mContentManager); aRocket.Fire(rocketStartPosition, rocketSpeed, rocketDirection); mRockets.Add(aRocket); } } }
private void UpdateRocket(GameTime theGameTime, KeyboardState theCurrentKeyboardState, Map map) { foreach (Rocket aRocket in mRockets) { aRocket.Update(theGameTime); } if(theCurrentKeyboardState.IsKeyDown(Keys.Z) && !mPreviousKeyboardState.IsKeyDown(Keys.Z)){ shootRocket(map); } }