public Game1 () { graphics = new GraphicsDeviceManager (this); graphics.PreferredBackBufferWidth = 1280; // set this value to the desired width of your window graphics.PreferredBackBufferHeight = 720; // set this value to the desired height of your window graphics.ApplyChanges (); Content.RootDirectory = "Content"; //graphics.IsFullScreen = true; _inputState = new InputState (); }
public RoguelikeGame () { graphics = new GraphicsDeviceManager (this); graphics.PreferredBackBufferWidth = 1280; // set this value to the desired width of your window graphics.PreferredBackBufferHeight = 720; // set this value to the desired height of your window graphics.ApplyChanges (); Content.RootDirectory = "Content"; //graphics.IsFullScreen = true; _inputState = new InputState (); _testGO = new GameObject(); //_testGO.AttachComponent(new SpatialComponent(Vector2.One)); }
// Move the camera's position based on input public void HandleInput( InputState inputState, PlayerIndex? controllingPlayer ) { Vector2 cameraMovement = Vector2.Zero; if ( inputState.IsScrollLeft( controllingPlayer ) ) { cameraMovement.X = -1; } else if ( inputState.IsScrollRight( controllingPlayer ) ) { cameraMovement.X = 1; } if ( inputState.IsScrollUp( controllingPlayer ) ) { cameraMovement.Y = -1; } else if ( inputState.IsScrollDown( controllingPlayer ) ) { cameraMovement.Y = 1; } if ( inputState.IsZoomIn( controllingPlayer ) ) { AdjustZoom( 0.25f ); } else if ( inputState.IsZoomOut( controllingPlayer ) ) { AdjustZoom( -0.25f ); } // When using a controller, to match the thumbstick behavior, // we need to normalize non-zero vectors in case the user // is pressing a diagonal direction. if ( cameraMovement != Vector2.Zero ) { cameraMovement.Normalize(); } // scale our movement to move 25 pixels per second cameraMovement *= 25f; MoveCamera( cameraMovement, true ); }