public void Update(Player player) { for (int i = 0; i < enemyList.Count; i++) { enemyList[i].Update(player); } }
public void Update(Player player) { this.Position += this.Velocity; // if (this.Position.X > 800 || this.Position.X < 0) direction = -direction; if (this.Position.X > 800 || this.Position.X < 0) { this.Velocity.X = -this.Velocity.X; this.Velocity.Y = -this.Velocity.Y; } float distance = Vector2.Distance(new Vector2(player.Position.X + player.Width / 2, player.Position.Y + player.Height / 2), new Vector2(this.Position.X + this.Width / 2, this.Position.Y + this.Height / 2)); int red, green, blue; if (distance < 510) { int unit = (int)distance / 2; red = 255; green = unit; blue = unit; } else { red = 255; green = 255; blue = 255; } this.color = new Color(red, green, blue, 255); }
public void Update(Player player) { // Save previous keyboard/gamepad states previousKeyboardState = currentKeyboardState; previousGamepadState = currentGamepadState; // Read current keyboard/gamepad currentKeyboardState = Keyboard.GetState(); currentGamepadState = GamePad.GetState(PlayerIndex.One); // Movement (iso & 8dir) //if (currentKeyboardState.IsKeyDown(Keys.Left) || currentGamepadState.ThumbSticks.Left.X < 0) // player.Move("left"); //else if (currentKeyboardState.IsKeyDown(Keys.Right) || currentGamepadState.ThumbSticks.Left.X > 0) // player.Move("right"); //if (currentKeyboardState.IsKeyDown(Keys.Up) || currentGamepadState.ThumbSticks.Left.Y < 0) // player.Move("up"); //else if (currentKeyboardState.IsKeyDown(Keys.Down) || currentGamepadState.ThumbSticks.Left.Y > 0) // player.Move("down"); // Bools for simpler looking conditions bool left = currentKeyboardState.IsKeyDown(Keys.Left) || currentGamepadState.ThumbSticks.Left.X < 0; bool right = currentKeyboardState.IsKeyDown(Keys.Right) || currentGamepadState.ThumbSticks.Left.X > 0; bool up = currentKeyboardState.IsKeyDown(Keys.Up) || currentGamepadState.ThumbSticks.Left.Y < 0; bool down = currentKeyboardState.IsKeyDown(Keys.Down) || currentGamepadState.ThumbSticks.Left.Y > 0; // Movement Combination if (left && !up && !down) player.Move("left"); else if (right && !up && !down) player.Move("right"); else if (up && !left && !right) player.Move("up"); else if (down && !left && !right) player.Move("down"); else if (up && left) player.Move("upleft"); else if (up && right) player.Move("upright"); else if (down && left) player.Move("downleft"); else if (down && right) player.Move("downright"); // Dash if (currentKeyboardState.IsKeyDown(Keys.Left) && currentKeyboardState.IsKeyDown(Keys.Space)) player.Dash("dashLeft"); if (currentKeyboardState.IsKeyDown(Keys.Right) && currentKeyboardState.IsKeyDown(Keys.Space)) player.Dash("dashRight"); if (currentKeyboardState.IsKeyDown(Keys.Up) && currentKeyboardState.IsKeyDown(Keys.Space)) player.Dash("dashUp"); if (currentKeyboardState.IsKeyDown(Keys.Down) && currentKeyboardState.IsKeyDown(Keys.Space)) player.Dash("dashDown"); // Stop movement if (!left && !right && !up && !down) player.Move("stop"); }
protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); BuildingArtAndPolygons(); Texture2D enemyTexture = Content.Load<Texture2D>("Textures/enemy"); Texture2D tileTexture = Content.Load<Texture2D>("Textures/tile"); Texture2D kid = Content.Load<Texture2D>("Textures/kid"); Texture2D faceless = Content.Load<Texture2D>("Textures/faceless"); player = new Player(kid, new Vector2(1024 / 2, 768 / 2)); escortee = new Escortee(faceless, new Vector2(player.Position.X, player.Position.Y), "girl"); escortee2 = new Escortee(faceless, new Vector2(player.Position.X, player.Position.Y), "boy"); testTexture = kid; CurrentLevel = new Level(enemyTexture, tileTexture); }
private void PlayerNearCheck(Player player) { // Check for distance with player }