public PlayerController(PlayerModel player, InputType type, PlayerIndex playerIndex) { this.player = player; inputManager = new InputManager(type, playerIndex); keyMap = new Dictionary<PlayerAction, Inputs>(); // Map actions to keys keyMap.Add(PlayerAction.MoveUp, Inputs.Up); keyMap.Add(PlayerAction.MoveDown, Inputs.Down); keyMap.Add(PlayerAction.MoveLeft, Inputs.Left); keyMap.Add(PlayerAction.MoveRight, Inputs.Right); }
public World() { // Object Instantiation random = new Random(); player1 = new PlayerModel(this, new Vector2(100, 100), 100, 100); ball = new BallModel(this, 200, 200, 10, 10); Vector2 randomDirection = new Vector2( (float)(random.NextDouble() * (random.NextDouble() * 2 - 1)), (float)(random.NextDouble() * (random.NextDouble() * 2 - 1)) ); ball.setInitialDirection(randomDirection); int w = 64, h = 64, space = 1; tiles.Add(new TileModel(this, (w + space) * 0, (h + space) * 0, w, h)); tiles.Add(new TileModel(this, (w + space) * 1, (h + space) * 0, w, h)); tiles.Add(new TileModel(this, (w + space) * 2, (h + space) * 0, w, h)); tiles.Add(new TileModel(this, (w + space) * 3, (h + space) * 0, w, h)); }
public PlayerView(PlayerModel player, Texture2D sprite) { this.player = player; this.sprite = sprite; }