Esempio n. 1
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)
        {
            this.DisplayFps.Update(gameTime);

            MouseState mouseState = Mouse.GetState();
            World.Map.Field.iField Field = this.Viewport[0].getField(mouseState.X, mouseState.Y);
            if (Field != OldField)
            {
                Field.alpha = 0.5f;
                OldField.alpha = 1.0f;
                OldField = Field;
            }

            KeyboardState keyState = Keyboard.GetState();

            if (keyState.IsKeyDown(Keys.A))
                this.Viewport[0].Camera.X -= (int)gameTime.ElapsedGameTime.TotalMilliseconds;
            if (keyState.IsKeyDown(Keys.D))
                this.Viewport[0].Camera.X += (int)gameTime.ElapsedGameTime.TotalMilliseconds;
            if (keyState.IsKeyDown(Keys.W))
                this.Viewport[0].Camera.Y -= (int)gameTime.ElapsedGameTime.TotalMilliseconds;
            if (keyState.IsKeyDown(Keys.S))
                this.Viewport[0].Camera.Y += (int)gameTime.ElapsedGameTime.TotalMilliseconds;

            /*if (keyState.IsKeyDown(Keys.T) && !this.LastkeyState.IsKeyDown(Keys.T))
                this.Viewport[0].Zoom *= 0.5f;
            if (keyState.IsKeyDown(Keys.G) && !this.LastkeyState.IsKeyDown(Keys.G))
                this.Viewport[0].Zoom /= 0.5f;
            */

            if (keyState.IsKeyDown(Keys.T) && !this.LastkeyState.IsKeyDown(Keys.T))
                this.Viewport[0].Zoom *= 2.5f;
            if (keyState.IsKeyDown(Keys.G) && !this.LastkeyState.IsKeyDown(Keys.G))
                this.Viewport[0].Zoom /= 2.5f;

            if (keyState.IsKeyDown(Keys.Left))
                this.Player.Position.X -= 2;
            if (keyState.IsKeyDown(Keys.Right))
                this.Player.Position.X += 2;
            if (keyState.IsKeyDown(Keys.Up))
                this.Player.Position.Y -= 2;
            if (keyState.IsKeyDown(Keys.Down))
                this.Player.Position.Y += 2;

            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || keyState.IsKeyDown(Keys.Q) || keyState.IsKeyDown(Keys.Escape))
                this.Exit();

            this.LastkeyState = keyState;

            // TODO: Add your update logic here

            this.UpdateTitle();

            base.Update(gameTime);
        }
Esempio n. 2
0
        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            this.DisplayFps = new Element.DisplayFps();

            int size = 100;
            this.WorldMap = new WorldMap(size, size, this);

            this.Viewport = new Viewport[1];

            Rectangle Screen = new Rectangle(0, 0, 400, 300);
            Screen.Width = graphics.PreferredBackBufferWidth;
            Screen.Height = graphics.PreferredBackBufferHeight;
            if (this.debugViewport == true)
            {
                Screen.X = 200;
                Screen.Y = 200;
                Screen.Width = 400;
                Screen.Height = 300;
            }
            this.Viewport[0] = new Viewport(this.WorldMap, Screen, new Vector2(100, 50), new Vector2(0, 0));
            this.LastkeyState = Keyboard.GetState();
            this.OldField = this.WorldMap.getField(0, 0);

            this.Player = new Player(new Vector2(100, 100), 10);

            base.Initialize();

            this.UpdateTitle();
        }