//static UserInterface ui = new UserInterface(); public static void Update() { //press esc to exit when boss is dead if (Keyboard.GetState().IsKeyDown(Keys.Escape) && GameBase.currentLevel == GameBase.level.end) { GameBase.setState(GameBase.gameStates.mainMenu); } //press D to move right if (Keyboard.GetState().IsKeyDown(Keys.D) && !(Keyboard.GetState().IsKeyDown(Keys.A)) && Player.Instance.PlayerX < GameBase.Viewport.Width - (64 / Player.scaleFactor)) { Player.Instance.PlayerX += movementSpeed; Player.Instance.SpriteXMod = 2;//change player's shown sprite to appropriate movement direction } //press A to move left else if (Keyboard.GetState().IsKeyDown(Keys.A) && !(Keyboard.GetState().IsKeyDown(Keys.D)) && Player.Instance.PlayerX > 0) { Player.Instance.PlayerX -= movementSpeed; Player.Instance.SpriteXMod = 3; //change player's shown sprite to appropriate movement direction } else { Player.Instance.SpriteXMod = 1;//change player's shown sprite to appropriate movement direction } //press W to move up if (Keyboard.GetState().IsKeyDown(Keys.W) && !(Keyboard.GetState().IsKeyDown(Keys.S)) && Player.Instance.PlayerY > 0) { Player.Instance.PlayerY -= movementSpeed; } //press S to move down else if (Keyboard.GetState().IsKeyDown(Keys.S) && !(Keyboard.GetState().IsKeyDown(Keys.W)) && Player.Instance.PlayerY < GameBase.Viewport.Height - 164) { Player.Instance.PlayerY += movementSpeed; } //press space to fire (with cooldown) if (Keyboard.GetState().IsKeyDown(Keys.Space) && cooldownRemaining <= 0 && UserInterface.hasEnergy(4) == true) { cooldownRemaining = cooldownFrames; UserInterface.reduceEnergy(5); EntityManager.Add(new Bullet(Player.Instance.offsetPlayerPos, Player.Instance.vel, "defaultShot")); EntityManager.Add(new Bullet(Player.Instance.offsetPlayerPos2, Player.Instance.vel, "defaultShot")); GameBase.baseShotLaunch.Play(0.5f, -0.2f, 0); } //press 1 to fire eShot else if (Keyboard.GetState().IsKeyDown(Keys.D1) && cooldownRemaining <= 0 && UserInterface.hasEnergy(29) == true && UserInterface.hasEShot() > 0) { cooldownRemaining = cooldownFrames; UserInterface.reduceEnergy(30); UserInterface.updateEShot(1); EntityManager.Add(new Bullet(Player.Instance.offsetPlayerPosCentre, Player.Instance.vel, "eShot")); GameBase.eShotLaunch.Play(0.5f, -0.2f, 0); } if (cooldownRemaining > 0) { cooldownRemaining--; } }
public void Update() { mouseState = Mouse.GetState(); //mouse position mousePoint = new Vector2(mouseState.X, mouseState.Y); //does the player click play if (playButton.Contains(mousePoint) && (mouseState.LeftButton == ButtonState.Pressed) && state == menuState.mainMenu) { //begin playing UserInterface.setIntitialValues(); GameBase.setState(GameBase.gameStates.Playing); EntityManager.Initialize(); GameBase.setLevel(GameBase.level.one); } //does the player click help if (helpButton.Contains(mousePoint) && (mouseState.LeftButton == ButtonState.Pressed) && state == menuState.mainMenu) { state = menuState.help; //send to help screenn } //does the player click back if (backButton.Contains(mousePoint) && (mouseState.LeftButton == ButtonState.Pressed) && state == menuState.help) { state = menuState.mainMenu; //send back to main menu } }
public void dead() { GameBase.setState(GameBase.gameStates.mainMenu); }