Esempio n. 1
0
        public Player(Vector2 position)

        {
            left  = new Support.Texture("Player1", position, new Vector2(0.2f, 0.2f));
            right = new Support.Texture("Player", position, new Vector2(0.2f, 0.2f));

            up     = new Support.Texture("up", position, new Vector2(0.2f, 0.2f));
            rright = new Support.Texture("right", position, new Vector2(0.2f, 0.2f));
            lleft  = new Support.Texture("left", position, new Vector2(0.2f, 0.2f));
            down   = new Support.Texture("down", position, new Vector2(0.2f, 0.2f));
            downn  = new Support.Texture("downn", position, new Vector2(0.2f, 0.2f));
            active = right;

            BulletL = new Support.Texture("bulletL", position, new Vector2(0.2f, 0.2f));
            BulletR = new Support.Texture("bulletR", position, new Vector2(0.2f, 0.20f));
            abullet = BulletR;
        }
Esempio n. 2
0
        public void Update(GameTime gameTime)
        {
            Vector2 previousPos = active.Position;

            if (Keyboard.GetState().IsKeyDown(Keys.LeftControl))
            {
                up.Position = active.Position;
                active      = up;
                if (Keyboard.GetState().IsKeyDown(Keys.Right))
                {
                    active.Position.X += (float)gameTime.ElapsedGameTime.TotalSeconds * 0.3f; rright.Position = active.Position; active = rright;
                }
                if (Keyboard.GetState().IsKeyDown(Keys.Left))
                {
                    active.Position.X -= (float)gameTime.ElapsedGameTime.TotalSeconds * 0.3f; lleft.Position = active.Position; active = lleft;
                }
                if (Keyboard.GetState().IsKeyDown(Keys.Up))
                {
                    active.Position.Y += (float)gameTime.ElapsedGameTime.TotalSeconds * 0.3f; up.Position = active.Position; active = up;
                }
                if (Keyboard.GetState().IsKeyDown(Keys.Down))
                {
                    active.Position.Y -= (float)gameTime.ElapsedGameTime.TotalSeconds * 0.2f; down.Position = active.Position; active = down;
                }
                if (Keyboard.GetState().IsKeyDown(Keys.Down) && Keyboard.GetState().IsKeyDown(Keys.Left))
                {
                    active.Position.Y -= (float)gameTime.ElapsedGameTime.TotalSeconds * 0.2f; downn.Position = active.Position; active = downn;
                }
            }
            else if (Keyboard.GetState().IsKeyUp(Keys.LeftControl))
            {
                right.Position = active.Position; active = right;

                if (Keyboard.GetState().IsKeyDown(Keys.Right))
                {
                    active.Position.X += (float)gameTime.ElapsedGameTime.TotalSeconds * 0.3f; right.Position = active.Position; active = right; active.Position.Y -= 0.001f;
                }
                if (Keyboard.GetState().IsKeyDown(Keys.Left))
                {
                    active.Position.X -= (float)gameTime.ElapsedGameTime.TotalSeconds * 0.3f; left.Position = active.Position; active = left; active.Position.Y -= 0.001f;
                }
            }

            if (active == left)
            {
                active.Position.Y -= (float)gameTime.ElapsedGameTime.TotalSeconds * 0.5f; left.Position = active.Position;
            }
            if (active == right)
            {
                active.Position.Y -= (float)gameTime.ElapsedGameTime.TotalSeconds * 0.5f; right.Position = active.Position;
            }

            if (active.Position.Y < -1.2f)
            {
                active.Position.Y = -1.2f; active.Position.X = previousPos.X;
            }

            for (int i = Bullets.Count; i >= 0; i++)
            {
                abullet.Position = active.Position;
                if (Keyboard.GetState().IsKeyDown(Keys.Space))
                {
                    abullet.Position.X += (float)gameTime.ElapsedGameTime.TotalSeconds * 0.5f; abullet = BulletR;
                }
                if (Keyboard.GetState().IsKeyDown(Keys.Space))
                {
                    abullet.Position.X -= (float)gameTime.ElapsedGameTime.TotalSeconds * 0.5f; abullet = BulletL;
                }
            }

            var status = Support.Camera.GetCollision(active);

            if (status != Support.CollisionStatus.Inside)
            {
                active.Position = previousPos;
            }
        }