Esempio n. 1
0
        public void Update(float deltaTime, KeyboardState keyboardState, MouseState mouseState, Point windowSize)
        {
            if (alive)
            {
                scale = new Vector2(0.2f, 0.2f);
                if (keyboardState.IsKeyDown(Keys.W))
                {
                    speed     = 5;
                    moveDir.Y = -5;
                }
                else
                {
                    moveDir.Y = 5;
                }
                if (position.Y <= 0)
                {
                    speed     = 5;
                    moveDir.Y = 5;
                }
                else if (position.Y >= 500 - (texture.Height * scale.Y))
                {
                    speed     = 5;
                    moveDir.Y = -5;
                }


                if (moveDir != Vector2.Zero)
                {
                    moveDir.Normalize();
                    position          += (moveDir * speed);
                    rectangle.Location = position.ToPoint();
                }

                attackTimer += deltaTime;
                if (attackTimer <= attackSpeed)
                {
                    attackTimer += deltaTime;
                }

                if (keyboardState.IsKeyDown(Keys.Space) == true && attackTimer >= attackSpeed)
                {
                    BulletManager.AddBullet(TextureLibrary.GetTexture("Bullet"), position, new Vector2(1, 0), 100, new Vector2(0.05f, 0.05f), Bullet.Owner.Player, color);
                    attackTimer = 0;
                }
            }
            else
            {
                color = Color.Black;
            }
        }
Esempio n. 2
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch   = new SpriteBatch(GraphicsDevice);
            bulletTexture = Content.Load <Texture2D>("Bullet");
            playerTexture = Content.Load <Texture2D>("PlayerTexture");
            groundTexture = Content.Load <Texture2D>("Ground");
            scrolling1    = new Scrolling(Content.Load <Texture2D>("Background"), new Rectangle(0, 0, 800, 485));
            scrolling2    = new Scrolling(Content.Load <Texture2D>("Background"), new Rectangle(800, 0, 800, 485));

            TextureLibrary.LoadTexture(Content, "Enemy");
            TextureLibrary.LoadTexture(Content, "PlayerTexture");
            TextureLibrary.LoadTexture(Content, "Bullet");
            // TODO: use this.Content to load your game content here
        }
Esempio n. 3
0
        public void Update(float deltaTime, Player player, int windowHeight)
        {
            if (alive == true)
            {
                attackTimer += deltaTime;
                if (attackTimer <= attackSpeed)
                {
                    attackTimer += deltaTime;
                }

                if (Vector2.Distance(position, new Vector2(1, 0)) <= attackRange && attackTimer >= attackSpeed)
                {
                    BulletManager.AddBullet(TextureLibrary.GetTexture("Bullet"), position, new Vector2(-1, 0) - position, 400, new Vector2(0.05f, 0.05f), Bullet.Owner.Enemy, color);
                    attackTimer = 0;
                }
            }
        }
Esempio n. 4
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()
        {
            random    = new Random();
            enemys    = new List <Enemy>();
            textures  = new Dictionary <string, Texture2D>();
            numEnemys = 1;
            // TODO: Add your initialization logic here
            base.Initialize();
            player = new Player(TextureLibrary.GetTexture("PlayerTexture"), new Vector2(20, 1), 5, new Vector2(1, 1), Color.White, 1000, 1);
            enemy  = new Enemy(TextureLibrary.GetTexture("Enemy"), new Vector2(100, 1), 5, new Vector2(1, 1), Color.White, 1000, 10000, 1);
            for (int i = 0; i < numEnemys; i++)
            {
                float randomY = random.Next(Window.ClientBounds.Height);
                enemys.Add(new Enemy(TextureLibrary.GetTexture("Enemy"), new Vector2(Window.ClientBounds.Width / 2, randomY), 100, Vector2.One, Color.White, 1000, 5000, 1));
            }

            ground                   = new Ground(groundTexture, new Vector2(20, 0), new Vector2(20, 1), Color.White);
            position                 = new Vector2(20, 1);
            scale                    = new Vector2(0.15f, 0.15f);
            offset                   = (playerTexture.Bounds.Size.ToVector2() / 2f) * scale;
            playerRectangle          = new Rectangle((position - offset).ToPoint(), (playerTexture.Bounds.Size.ToVector2() * scale).ToPoint());
            groundRectangle          = groundTexture.Bounds;
            groundRectangle.Location = ground.AccessPosition.ToPoint();
        }