Esempio n. 1
0
        /// <summary>
        /// Updates player and frame moving logic
        /// </summary>
        /// <param name="gameTime">Snapshot of times</param>
        public new void Update(GameTime gameTime)
        {
            MouseState    mouse        = Mouse.GetState();
            KeyboardState keyboard     = Keyboard.GetState();
            KeyboardState lastKeyboard = CurrentArea.LastKeyboard;

            if (keyboard.IsKeyUp(Keys.Escape) && lastKeyboard.IsKeyDown(Keys.Escape))              //toggle main menu with escape key
            {
                CurrentArea.AreaMenu.isShowing = !CurrentArea.AreaMenu.isShowing;
                CurrentArea.Paused             = CurrentArea.AreaMenu.isShowing;
                //inventoryMenu.isShowing = false;
            }
            if (lastKeyboard.IsKeyDown(Keys.E) && keyboard.IsKeyUp(Keys.E) && !CurrentArea.AreaMenu.isShowing)
            {
                //inventoryMenu.isShowing = !inventoryMenu.isShowing;
                CurrentArea.Paused = CurrentArea.AreaMenu.isShowing; // || inventoryMenu.isShowing;
            }

            RPG.MouseVisible = CurrentArea.AreaMenu.isShowing; // || inventoryMenu.isShowing; //enable mouse if menu is shown
            if (sprite.State != SpriteState.Die && !CurrentArea.Paused)
            {
                Vector2 moveDirection = Vector2.Zero;
                if (mouse.LeftButton == ButtonState.Pressed)
                {
                    Attack();
                }

                if (keyboard.IsKeyDown(Keys.F1) && !lastKeyboard.IsKeyDown(Keys.F1))
                {
                    RPG.DebugMode = !RPG.DebugMode;
                }

                //movement vectors
                if (keyboard.IsKeyDown(Keys.W))
                {
                    Turn(SpriteDirection.North);
                    moveDirection.Y--;
                }
                if (keyboard.IsKeyDown(Keys.A))
                {
                    Turn(SpriteDirection.West);
                    moveDirection.X--;
                }
                if (keyboard.IsKeyDown(Keys.S))
                {
                    Turn(SpriteDirection.South);
                    moveDirection.Y++;
                }
                if (keyboard.IsKeyDown(Keys.D))
                {
                    Turn(SpriteDirection.East);
                    moveDirection.X++;
                }
                //keep speed constant
                moveDirection.Normalize();
                moveDirection *= 2;

                if (keyboard.IsKeyDown(Keys.LeftShift))
                {
                    moveDirection *= 3;             //sprint or speed key
                }
                if (moveDirection.Length() > 0 && CurrentArea.CheckForCollisions(this, moveDirection))
                {
                    Move(moveDirection);
                }

                else if (moveDirection.Length() > 0 && keyboard.IsKeyDown(Keys.Space) && RPG.DebugMode)
                {
                    Move(moveDirection);            //debug override key
                }
                this.Position = new Vector2((int)Position.X, (int)Position.Y);
            }

            if (sprite.State == SpriteState.Die && sprite.CurrentFrame == sprite.MaxFrame && deathCooldown == 120)
            {
                RPG.LoadNewGame();
            }
            else if (sprite.State == SpriteState.Die &&
                     sprite.CurrentFrame == sprite.MaxFrame && deathCooldown < 120)
            {
                deathCooldown++;
            }

            base.Update(gameTime);
            //inventoryMenu.Update (gameTime);
        }