public Background() : base(TextureLibrary.GetTexture("SpaceBackground"), new Rectangle()) { mySecondTexture = TextureLibrary.GetTexture("SpaceBackground"); mySecondPosition = new Vector2(0, mySecondTexture.Height); mySpeed = 100; }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here player = Content.Load <Texture2D>("player"); rockTexture = Content.Load <Texture2D>("rock"); TextureLibrary.LoadTexture(Content, "bullet"); TextureLibrary.LoadTexture(Content, "background"); TextureLibrary.LoadTexture(Content, "background2"); background1 = Content.Load <Texture2D>("background"); background2 = Content.Load <Texture2D>("background2"); }
/// <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(); } enemy.Update(); // TODO: Add your update logic here float deltaTime = (float)gameTime.ElapsedGameTime.TotalSeconds; attackTimer += deltaTime; float pixelsToMove = speed * deltaTime; dir = new Vector2(); backgroundManager.Update(deltaTime); MouseState mouseState = Mouse.GetState(); dirToLook = mouseState.Position.ToVector2() - playerPos; KeyboardState keyPress = Keyboard.GetState(); if (alive) { } if (mouseState.LeftButton == ButtonState.Pressed && attackTimer >= attackSpeed) { Debug.Print("Yo"); attackTimer = 0; bullets.Add(new Bullet(dirToLook, bulletSpeed, TextureLibrary.GetTexture("bullet"), playerPos, bulletDamage)); } for (int i = 0; i < bullets.Count; i++) { bullets[i].Update(deltaTime); } if (keyPress.IsKeyDown(Keys.D)) { dir = new Vector2(1, 0); } if (keyPress.IsKeyDown(Keys.A)) { dir = new Vector2(-1, 0); } if (keyPress.IsKeyDown(Keys.W)) { dir.Y = -1; } if (keyPress.IsKeyDown(Keys.S)) { dir.Y = 1; } if (dir != Vector2.Zero) { dir.Normalize(); playerPos += (dir * pixelsToMove); playerRect.Location = (playerPos - playerOffset * scale).ToPoint(); } rotation = (float)Math.Atan2(dirToLook.Y, dirToLook.X); base.Update(gameTime); }