/// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { if (Keyboard.GetState().IsKeyDown(Keys.NumPad0)) { Board.StopGame = false; } if (Keyboard.GetState().IsKeyDown(Keys.NumPad1)) { Board.StopGame = true; } if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } this.TargetElapsedTime = TimeSpan.FromSeconds(1.0f / Settings.SzybkoscGry); //TargetElapsedTime ?? change frequency of update if (!Board.StopGame) { GlobalVariables.KeyboardController.Update(); Object2DEngine.Update(Board); GlobalVariables.KeyboardController.UpdateOld(); base.Update(gameTime); } }
public void IsObjects2DCollidingTest() { Object2DEngine obj = new Object2DEngine(); var path = Path.GetFullPath(Path.Combine(Environment.CurrentDirectory, @"..\..\..\GameRunningCube\Content\2D\")); var player = new Player(new Vector2(300, 600), new Vector2(19, 19), path + "Player.xnb"); var enemy = new Enemy(new Vector2(300, 600), new Vector2(19, 19), path + "Enemy.xnb"); Assert.IsTrue(obj.IfTwoObjectsColiding(enemy, player)); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { GlobalVariables.Content = this.Content; GlobalVariables.SpriteBatch = new SpriteBatch(GraphicsDevice); GlobalVariables.KeyboardController = new KeyboardController(); GlobalVariables.ObjectGenerator = new ObjectGenerator(); GlobalVariables.SpriteFont = Content.Load <SpriteFont>("FontArial"); Board = new GameBoard(Settings); Object2DEngine = new Object2DEngine(); }