Esempio n. 1
0
        public void UpdateMe(GameTime gt, InputManager Input)
        {
            MapChanged = false;
            if (Input.WasPressedBack(Keys.H))
            {
                help = !help;
            }
            for (int x = 0; x < levelCreate.Map.GetLength(1); x++)
            {
                for (int y = 0; y < levelCreate.Map.GetLength(0); y++)
                {
                    if (Input.ThisMouse.LeftButton == ButtonState.Pressed && new Rectangle(x * Game1.TILESIZE, y * Game1.TILESIZE, Game1.TILESIZE, Game1.TILESIZE).Contains(Input.ThisMouse.Position))
                    {
                        if (levelCreate.Map[y, x] != 2 && levelCreate.Map[y, x] != 3 && levelCreate.Map[y, x] != 1)
                        {
                            levelCreate.Map[y, x] = 1;
                            MapChanged = true;
                            
                        }
                    }
                    else if (Input.ThisMouse.RightButton == ButtonState.Pressed && new Rectangle(x * Game1.TILESIZE, y * Game1.TILESIZE, Game1.TILESIZE, Game1.TILESIZE).Contains(Input.ThisMouse.Position))
                    {
                        if (levelCreate.Map[y, x] != 2 && levelCreate.Map[y, x] != 3 && levelCreate.Map[y, x] != 0)
                        {
                            levelCreate.Map[y, x] = 0;
                            MapChanged = true;
                        }
                    }
                    else if (Input.WasPressedBack(Keys.A) && new Rectangle(x * Game1.TILESIZE, y * Game1.TILESIZE, Game1.TILESIZE, Game1.TILESIZE).Contains(Input.ThisMouse.Position))
                    {
                        if (levelCreate.Map[y, x] == 0)
                        {
                            for (int x2 = 0; x2 < levelCreate.Map.GetLength(1); x2++)
                                for (int y2 = 0; y2 < levelCreate.Map.GetLength(0); y2++)
                                    if (levelCreate.Map[y2, x2] == 2)
                                        levelCreate.Map[y2, x2] = 0;

                            levelCreate.Map[y, x] = 2;
                            levelCreate.m_StartPos = new Point(y, x);
                            MapChanged = true;
                        }
                    }
                    else if (Input.WasPressedBack(Keys.D) && new Rectangle(x * Game1.TILESIZE, y * Game1.TILESIZE, Game1.TILESIZE, Game1.TILESIZE).Contains(Input.ThisMouse.Position))
                    {
                        if (levelCreate.Map[y, x] == 0)
                        {
                            for (int x2 = 0; x2 < levelCreate.Map.GetLength(1); x2++)
                                for (int y2 = 0; y2 < levelCreate.Map.GetLength(0); y2++)
                                    if (levelCreate.Map[y2, x2] == 3)
                                        levelCreate.Map[y2, x2] = 0;

                            levelCreate.Map[y, x] = 3;
                            levelCreate.m_WinPos = new Point(y, x);
                            MapChanged = true;
                        }
                    }
                }
            }
        }
Esempio n. 2
0
        public void UpdateMe(GameTime gt,Player player,InputManager input)
        {
            if (input.WasPressedBack(Keys.Enter))
            {
                if (player.VirtualPosition == m_WinPos)
                {
                    Height++;
                    if (Height % 10 == 0)
                        RegenTown();
                    else
                        RegenMaze();
                    player.VirtualPosition = m_StartPos;
                }
                else if (player.VirtualPosition == m_StartPos)
                {
                    Height--;
                    if (Height % 10 == 0)
                        RegenTown();
                    else
                        RegenMaze();
                    player.VirtualPosition = m_WinPos;
                }
            }
            if (input.IsDown(Keys.Space))
            {
                Rectangle temprect;
                temprect = m_mazeGen.m_rooms[Game1.RNG.Next(0, m_mazeGen.m_rooms.Count)];

                m_enemies.Add(new Enemy(new Point(temprect.X + Game1.RNG.Next(1, temprect.Width - 1), temprect.Y + Game1.RNG.Next(1, temprect.Height - 1))));
            }
            for (int i = 0; i < m_enemies.Count; i++)
                m_enemies[i].UpdateMe(gt, this);
        }