Exemple #1
0
        public MainForm(Game game)
        {
            _game = game;

            InitializeComponent();

            _labyrinthView.Attach(game.Labyrinth);

            _mouseRunner = new MouseRunner(game.Labyrinth) {MouseSpeed = game.MouseSpeed};
            _mouseRunner.RequestUpdated += MouseRunnerOnRequestUpdated;
            _mouseRunner.MouseCompleted += MouseRunnerOnMouseCompleted;
            UpdateUI();
        }
Exemple #2
0
        protected override void DoScheduledMovementEvents()
        {
            //setup some temps
            var x = 0f;
            var y = 0f;

            var joysticState = new Vector2(EndPosition.X - StartPosition.X, EndPosition.Y - StartPosition.Y);

            //determine raw input for this update loop
            if (Math.Abs(joysticState.X) >= DEAD_ZONE_X)
            {
                x = joysticState.X * LOOP_WAIT_TIME * MovementScale;
            }

            if (Math.Abs(joysticState.Y) >= DEAD_ZONE_Y)
            {
                y = joysticState.Y * LOOP_WAIT_TIME * MovementScale;
            }

            //add previous carryover
            x += XCarry;
            y += YCarry;

            //round to ints
            var moveX = (int)Math.Round(x);
            var moveY = (int)Math.Round(y);

            //set carryover
            XCarry = x - (float)moveX;
            YCarry = y - (float)moveY;

            //make sure we're even moving
            if (Math.Abs(moveX) + Math.Abs(moveY) > 0)
            {
                MouseRunner.DoEvent(MouseEventArgs.Move(moveX, moveY));
            }
        }