// Checks input //Gameworld as argument is JUST FOR TESTING-PURPOSES public void checkInput(GameTime gameTime, InputHandler inputHandler, Gameworld gameWorld) { Vector2 tempVector = inputHandler.getMovementInputFromPlayer(); playerObject.update(tempVector); //playerObject.update(inputHandler.getMovementInputFromPlayer()); //Temp input inputHandler.updateInput(); if (inputHandler.KeyDown(Keys.X)) { gameWorld.getCamera().Zoom += (float)0.01; } if (inputHandler.KeyDown(Keys.Z)) { gameWorld.getCamera().Zoom -= (float)0.01; } if (inputHandler.KeyDown(Keys.D)) { playerObject.updatePosition(1, 0); } if (inputHandler.KeyDown(Keys.A)) { playerObject.updatePosition(-1, 0); } if (inputHandler.KeyDown(Keys.S)) { playerObject.updatePosition(0, 1); } if (inputHandler.KeyDown(Keys.W)) { playerObject.updatePosition(0, -1); } }
/// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Black); // TODO: Add your drawing code here spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend, null, null, null, null, gameWorld.getCamera().Transform); gameWorld.Draw(spriteBatch); spriteBatch.End(); base.Draw(gameTime); }