Esempio n. 1
0
File: Player.cs Progetto: hvak/Below
 /// <summary>
 /// draw players useful player data on screen over lighting
 /// </summary>
 public void DrawHUD()
 {
     Health.DrawOverLighting();
     Health.DrawHealthBar(new Vector2(1100, 65), 1f);
     Canteen.DrawOverLighting();
     DrawDevInfo();
 }
Esempio n. 2
0
File: Player.cs Progetto: hvak/Below
        /// <summary>
        /// load player content
        /// </summary>
        public void LoadContent()
        {
            Health  = new Health(5, true);
            Canteen = new Canteen(this);

            playerStanding = ImageTools.LoadTexture2D("Characters/Player/standing");
            playerForward  = new Animation(ImageTools.LoadTexture2D("Characters/Player/character_walk_right"), 6, true);
            playerBackward = new Animation(ImageTools.LoadTexture2D("Characters/Player/character_walk_backward"), 4, true);
            playerJump     = new Animation(ImageTools.LoadTexture2D("Characters/Player/jump"), 1, true);


            arm         = ImageTools.LoadTexture2D("Characters/Player/arm");
            armPosition = new Rectangle((int)position.X, (int)position.Y, arm.Width, arm.Height);

            lightPos = new Vector2(-300, -300);


            ScreenManager.LightingEngine.ClearLights();            //so light doesen't stay when new level is loaded
            flashLight = new SpotLight()
            {
                IsEnabled             = true,
                Color                 = Color.White,
                Power                 = 1f,
                LightDecay            = 200,
                Position              = new Vector3(lightPos.X, lightPos.Y, 5), //position.z controls width of the focus
                SpotBeamWidthExponent = 36,
                DirectionZ            = 0f                                      //0f//-.1f
            };
            flashLight.SpotRotation = 1f;
            ScreenManager.LightingEngine.AddLight(flashLight);

            boundingRectangle = new Rectangle(0, 0, 32, 64);


            setLineOfSight();
        }
Esempio n. 3
0
File: Player.cs Progetto: hvak/Below
 /// <summary>
 /// save player data
 /// </summary>
 public void Save()
 {
     Health.Save();
     Canteen.Save();
 }
Esempio n. 4
0
File: Player.cs Progetto: hvak/Below
        /// <summary>
        /// update the game logic
        /// </summary>
        /// <param name="gameTime"></param>
        public void Update(GameTime gameTime)
        {
            Vector2 localPos = ScreenManager.GlobalToLocal(position.X, position.Y);        //convert global pos to local pos

            LocalBounds         = new Rectangle((int)localPos.X, (int)localPos.Y, 32, 64); //set the local bounds
            flashLight.Position = new Vector3(localPos.X + 16, localPos.Y + 32, 5);        //set the postion of the flashlight using the local position

            calculateRotation();                                                           //calculate the rotation of the arm

            getInput();                                                                    //check for keyboard input

            applyPhysics(gameTime);                                                        //apply all player physics

            setLineOfSight();                                                              //set the raycast line of site

            Health.UpdateCooldownTimer(gameTime);                                          //update the damage cooldown

            //adjust arm positions based on the flip of the character
            if (flip == SpriteEffects.None)
            {
                armPosition = new Rectangle((int)position.X + 12, (int)position.Y + 22, arm.Width, arm.Height);
            }
            else
            {
                armPosition = new Rectangle((int)position.X + 20, (int)position.Y + 22, arm.Width, arm.Height);
            }


            //healing
            if (ScreenManager.IsKeyPressed(Keybindings.Heal))
            {
                Canteen.Heal();
            }

            //developer info
            if (ScreenManager.IsKeyPressed(Keybindings.DevKey2))
            {
                devMode        = !devMode;
                Health.GodMode = !Health.GodMode;
            }

            //flashlight toggle - keep?
            if (ScreenManager.IsKeyPressed(Keybindings.FlashlightToggle))
            {
                flashLight.IsEnabled = !flashLight.IsEnabled;
            }


            //set if the player is alive or not based on the health
            if (Health.IsDead)
            {
                IsDead = true;
            }
            else
            {
                IsDead = false;
            }

            //set the direction of the player based on the horizontal velocity
            if (velocity.X > 0)
            {
                Direction = -1;
            }
            else if (velocity.X < 0)
            {
                Direction = 1;
            }
            else
            {
                Direction = 0;
            }


            movement  = 0.0f;           //reset movment
            isJumping = false;          //reset jump state
        }