Exemple #1
0
 public Sprite(int x,int y, int type , ContentManager cm, GraphicsDevice gd,int [,] movedata)
 {
     this.movedata = movedata;
     position = new Vector2(x, y);
     contentManager = cm;
     graphicsDevice = gd;
     status = State.Waiting;
 }
Exemple #2
0
 public Sprite(Texture2D image, Point playerFrameSize, Vector2 position, Vector2 velocity,
     int collisionOffset, int type, int[,] movedata, SceneManager sm)
 {
     this.image = image;
     this.playerFrameSize = playerFrameSize;
     this.position = position;
     this.velocity = velocity;
     this.collisionOffset = collisionOffset;
     this.type = type;
     this.movedata = movedata;
     sceneManager = sm;
     status = State.Waiting;
 }
Exemple #3
0
 /*
 public Sprite(Texture2D player1, Point playerFrameSize, Vector2 playerPosition, Vector2 velocity,
     int collisionOffset, int curFrame, int direction, float timer, bool walking, bool keepmoving)
     : this(player1, playerFrameSize,
         playerPosition, velocity, collisionOffset, curFrame, direction, timer, walking, keepmoving, defaultMSPerFrame)
 { }
 */
 public Sprite(Texture2D image, Point playerFrameSize, Vector2 position, Vector2 velocity, 
     int collisionOffset, int type, int[,] movedata)
 {
     this.image = image;
     this.playerFrameSize = playerFrameSize;
     this.position = position;
     this.velocity = velocity;
     this.collisionOffset = collisionOffset;
     this.type = type;
     this.movedata = movedata;
     //Initialize();
     //LoadContent();
     status = State.Waiting;
 }
Exemple #4
0
        public virtual void Update(GameTime gametime)
        {
            //Console.WriteLine(position.X / (16 * 3));
            //Console.WriteLine(movedata[(int)(position.Y/48 % 16), (int)(position.X/48 % 16)]);
            var newState = Keyboard.GetState();
            timer += (float)gametime.ElapsedGameTime.TotalMilliseconds;
            Console.WriteLine(status);
            switch (status)
            {
                //(movedata[(int)(((position.Y + 48) / 48) % 16), (int)((position.X / 48) % 16)] == 0)

                case State.Waiting:
                    {
                        if (newState.IsKeyDown(Keys.Right))
                        {
                            status = State.MoveRight;
                        }
                        else if (newState.IsKeyDown(Keys.Left))
                        {
                            status = State.MoveLeft;
                        }
                        else if (newState.IsKeyDown(Keys.Up))
                        {
                            status = State.MoveUp;
                        }
                        else if (newState.IsKeyDown(Keys.Down))
                        {
                            status = State.MoveDown;
                        }

                        break;
                    }

                case State.MoveRight:
                    {
                        if (walking)
                        {
                            if (movedata[(int)(((position.Y) / 48) % 16), (int)(((position.X + 48) / 48) % 16)] == 0 && keepmoving)
                            {
                                position.X += 4;
                                keepmoving = true;
                                if (timer > 100f)
                                {
                                    curFrame++;
                                    timer = 0f;
                                }
                                if (curFrame == 4)
                                {
                                    curFrame = 0;
                                }
                                if ((int)position.X % 48 == 0)
                                {
                                    keepmoving = false;
                                    walking = false;
                                    status = State.Waiting;
                                }
                            }
                            else
                            {
                                keepmoving = false;
                                walking = false;
                                status = State.Waiting;
                            }
                        }
                        else
                        {
                            curFrame = 0;
                            direction = 2;
                            walking = true;
                            keepmoving = true;
                        }
                        break;
                    }
                case State.MoveDown:
                    {
                        if (walking)
                        {
                            if (movedata[(int)(((position.Y + 48) / 48) % 16), (int)((position.X / 48) % 16)] == 0 && keepmoving)
                            {
                                position.Y += 4;
                                keepmoving = true;
                                if (timer > 100f)
                                {
                                    curFrame++;
                                    timer = 0f;
                                }
                                if (curFrame == 4)
                                {
                                    curFrame = 0;
                                }
                                if ((int)position.Y % 48 == 0)
                                {
                                    keepmoving = false;
                                    walking = false;
                                    status = State.Waiting;
                                }
                            }
                            else{
                                keepmoving = false;
                                walking = false;
                                status = State.Waiting;
                            }
                        }
                        else
                        {
                            curFrame = 0;
                            direction = 0;
                            walking = true;
                            keepmoving = true;
                        }
                        break;
                    }
                case State.MoveUp:
                    {
                        if (walking)
                        {
                            if (movedata[(int)(((position.Y-1) / 48) % 16), (int)((position.X / 48) % 16)] == 0 && keepmoving)
                            {
                                position.Y -= 4;
                                keepmoving = true;
                                if (timer > 100f)
                                {
                                    curFrame++;
                                    timer = 0f;
                                }
                                if (curFrame == 4)
                                {
                                    curFrame = 0;
                                }
                                if ((int)position.Y % 48 == 0)
                                {
                                    keepmoving = false;
                                    walking = false;
                                    status = State.Waiting;
                                }
                            }
                            else
                            {
                                curFrame = 0;
                                keepmoving = false;
                                walking = false;
                                status = State.Waiting;
                            }
                        }
                        else
                        {
                            curFrame = 0;
                            direction = 3;
                            walking = true;
                            keepmoving = true;
                        }
                        break;
                    }
                case State.MoveLeft:
                    {
                        if (walking)
                        {
                            if (movedata[(int)(((position.Y) / 48) % 16), (int)(((position.X-1 ) / 48) % 16)] == 0 && keepmoving)
                            {
                                position.X -= 4;
                                keepmoving = true;
                                if (timer > 100f)
                                {
                                    curFrame++;
                                    timer = 0f;
                                }
                                if (curFrame == 4)
                                {
                                    curFrame = 0;
                                }
                                if ((int)position.X % 48 == 0)
                                {
                                    keepmoving = false;
                                    walking = false;
                                    status = State.Waiting;
                                }
                            }
                            else
                            {
                                keepmoving = false;
                                walking = false;
                                status = State.Waiting;
                            }
                        }
                        else
                        {
                            curFrame = 0;
                            direction = 1;
                            walking = true;
                            keepmoving = true;
                        }
                        break;
                    }
            }
            oldState = newState;
        }