Esempio n. 1
0
        public void Update(GameTime gameTime, ProjectileManager projectileManager)
        {
            if (Keyboard.GetState().IsKeyDown(Keys.W))
            {
                myShip.Move(0f, -myShip.Speed);
            }

            if (Keyboard.GetState().IsKeyDown(Keys.S))
            {
                myShip.Move(0f, myShip.Speed);
            }

            if (Keyboard.GetState().IsKeyDown(Keys.A))
            {
                myShip.Move(-myShip.Speed, 0f);
            }

            if (Keyboard.GetState().IsKeyDown(Keys.D))
            {
                myShip.Move(myShip.Speed, 0f);
            }

            myShip.Update(gameTime);
            myShip.FireWeapon(gameTime, projectileManager, myShip.Position, true);

            // Make sure that the player does not go out of bounds
            myShip.Position.X = MathHelper.Clamp(myShip.Position.X, 0, screenSize.X - texture.Width);
            myShip.Position.Y = MathHelper.Clamp(myShip.Position.Y, 0, screenSize.Y - texture.Height);
            CollisionBox      = new Rectangle((int)myShip.Position.X, (int)myShip.Position.Y, texture.Width, texture.Height);
        }
Esempio n. 2
0
 public void Update(GameTime gametime, ProjectileManager projectilemanager)
 {
     Position.X  -= myShip.Speed;
     CollisionBox = new Rectangle((int)Position.X, (int)Position.Y, myShip.ShipTexture.Width, myShip.ShipTexture.Height);
     if (Position.X < -myShip.ShipTexture.Width)
     {
         Active = false;
     }
     if (myShip.Health <= 0)
     {
         Active        = false;
         Player.Score += myShip.Points;
     }
     myShip.FireWeapon(gametime, projectilemanager, Position, false);
 }