Exemple #1
0
        protected override void Update(GameTime gameTime)
        {
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }
            animatedSprite.Update();

            base.Update(gameTime);
        }
Exemple #2
0
        public override void Update(GameTime pGameTime)
        {
            base.Update(pGameTime);

            if (Game1.Instance.InputManager.Pressed(Input.Back)) /*prioritise the exit button*/
            {
                quit = true;                                     // Exit(); instance poped out in GamescreenManager
            }

            sonicSprite.Update(pGameTime);
        }
Exemple #3
0
        /// <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 (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            // TODO: Add your update logic here
            playerSprite.Update();
            base.Update(gameTime);
        }
Exemple #4
0
        /// <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 (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            // TODO: Add your update logic here
            playerSprite.Update();
            fire.Update();
            var state           = Keyboard.GetState();
            int speed           = 200;
            var viewMatrix      = camera.GetViewMatrix();
            int speedForSprites = (int)(speed * viewMatrix.Scale.X);

            if (state.IsKeyDown(Keys.A))
            {
                position.X -= speed * gameTime.ElapsedGameTime.Milliseconds / 1000.0f;
            }
            if (state.IsKeyDown(Keys.D))
            {
                position.X += speed * gameTime.ElapsedGameTime.Milliseconds / 1000.0f;
            }
            if (state.IsKeyDown(Keys.S))
            {
                position.Y += speed * gameTime.ElapsedGameTime.Milliseconds / 1000.0f;
            }
            if (state.IsKeyDown(Keys.W))
            {
                position.Y -= speed * gameTime.ElapsedGameTime.Milliseconds / 1000.0f;
            }

            fire.MoveUpdate(gameTime, speedForSprites);
            fire1.MoveUpdate(gameTime, speedForSprites);
            fire2.MoveUpdate(gameTime, speedForSprites);
            fire3.MoveUpdate(gameTime, speedForSprites);
            stone.MoveUpdate(gameTime, speedForSprites);

            camera.LookAt(position);
            mapRenderer.Update(map, gameTime);
            base.Update(gameTime);
        }
Exemple #5
0
        public void Update(float deltaTime)
        {
            Vector2 position = sprite.position;

            if (Keyboard.GetState().IsKeyDown(Keys.D) == true)
            {
                position.X += 2;
            }
            if (Keyboard.GetState().IsKeyDown(Keys.A) == true)
            {
                position.X -= 2;
            }
            if (Keyboard.GetState().IsKeyDown(Keys.W) == true)
            {
                position.Y -= 1;
            }
            if (Keyboard.GetState().IsKeyDown(Keys.S) == true)
            {
                position.Y += 1;
            }
            sprite.position = position;
            sprite.Update(deltaTime);
        }
Exemple #6
0
 public void Update(float deltaTime)
 {
     sprite.Update(deltaTime);
 }