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); }
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); }