public override void Update() { if (Engine.GetKey(Keys.ESCAPE)) { Program.ActualScreenState = Program.ScreenFlow.mainMenuScreen; } }
public void Update() { if (Engine.GetKey(Keys.ESCAPE)) { Program.ActualScreenState = Program.ScreenFlow.level1Screen; } }
public List <bool> CheckInputs() { if (Engine.GetKey(Keys.LEFT)) { inputs[0] = true; } else { inputs[0] = false; } if (Engine.GetKey(Keys.RIGHT)) { inputs[1] = true; } else { inputs[1] = false; } //pasar de nivel if (Engine.GetKey(Keys.P)) { inputs[2] = true; } else { inputs[2] = false; } return(inputs); }
public void Update() { if (Engine.GetKey(Keys.ESCAPE)) { GameManager.Instance.ChangeGameState(GameState.MainMenu); } }
public override void Update() { if (!LifeController.Destroyed) { //timer += Time.DeltaTime; //Console.WriteLine("Respawn in" + timer); ScreenLimits(); Move(); timerShoot += Time.DeltaTime; //Console.WriteLine("Shoot Timer" + timerShoot); if (Engine.GetKey(Keys.SPACE) && timerShoot >= timetoShoot) { canShoot = true; Shoot(); timerShoot = 0; } collisionTimer += Time.DeltaTime; //Console.WriteLine($"Collisiontimer {collisionTimer}"); //if (/*canReceiveDamage && */collisionTimer >= collisionMaxTimer) CheckForCollisionsWEnemy(); //Console.WriteLine("Can Respawn: " + canRespawn); } }
//private const float IDLE_ANIMATION_PATH = "Png/Player/Idle/; public void InputDetection() { isMoveRightKeyPressed = Engine.GetKey(Keys.D); isMoveLeftKeyPressed = Engine.GetKey(Keys.A); isShootingKeyPressed = Engine.GetKey(Keys.SPACE); isMoveDownKeyPressed = Engine.GetKey(Keys.S); isMoveUpKeyPressed = Engine.GetKey(Keys.W); }
public void Update() { currentButton = currentButton.Update(); arrow.Update(currentButton.PosX, currentButton.PosY); if (Engine.GetKey(Keys.SPACE)) { EnterButton(); } }
public override void Update() { actualBtn = actualBtn.Update(); if (Engine.GetKey(Keys.SPACE) && Program.canPressSpace) { Program.canPressSpace = false; Program.timerSpace = 0f; EnterButton();//MMenuS arrow.Update(); } }
public void Update() { buttonActual = buttonActual.Update(); select.Update(buttonActual.PosX, buttonActual.PosY); EnterDelay(); if (Engine.GetKey(Keys.RETURN) && canEnter) { canEnter = false; timerEnter = 0f; EnterButton(); } }
public void Actualizar() { esperaDeInput += Program.deltaTime; botonActual = botonActual.Actualizar(); flecha.Actualizar(botonActual.posX, botonActual.posY); if (Engine.GetKey(Keys.RETURN)) { EnterButon(); } esperaDeInput = 0; }
public void Update() { if (Engine.GetKey(Keys.F1)) { ChangeGameState(GameState.WinScreen); } if (Engine.GetKey(Keys.F2)) { ChangeGameState(GameState.GameOverScreen); } switch (CurrentState) //casos posibles de var { case GameState.MainMenu: EnemyListIsEmpty(); MainMenu.Update(); break; case GameState.Credits: Credits.Update(); break; case GameState.Options: break; case GameState.GameOverScreen: GameOverScreen.Update(); break; case GameState.WinScreen: WinScreen.Update(); break; case GameState.Level: LevelController.Update(); WinCondition(); break; default: break; } }
public Button Update() { _timer += Program.deltaTime; if (Engine.GetKey(Keys.UP) && _timer >= _pressTimer) { _timer = 0f; return(_buttonUp); } else if (Engine.GetKey(Keys.DOWN) && _timer >= _pressTimer) { _timer = 0f; return(_buttonDown); } else { return(this); } }
public Boton Actualizar() { timer += Program.deltaTime; if (Engine.GetKey(Keys.W) && timer >= tiempoParaApretar) { timer = 0f; return(GetUp()); } else if (Engine.GetKey(Keys.S) && timer >= tiempoParaApretar) { timer = 0f; return(GetDown()); } else { return(this); } }
public void Update() { currentInputDelayTime -= Program.deltaTime; foreach (var button in buttons) { button.Update(); } if (Engine.GetKey(Keys.UP) && currentInputDelayTime <= 0) { ChangeButton(currentButton.PreviousButton); } if (Engine.GetKey(Keys.DOWN) && currentInputDelayTime <= 0) { ChangeButton(currentButton.NextButton); } if (Engine.GetKey(Keys.SPACE) && currentInputDelayTime <= 0) { SelectButton(currentButton); } }
static void Main(string[] args) { Engine.Initialize("A ver q onda"); //Cuando comienza el juego, empieza en el menu principal. Luego entra en el GameLoop NivelesManager.AccederMenu(); pj = new Personaje(100F, 500F); while (true) { Engine.Clear(); NivelesManager.EjecutarNivelActual(); if (Jugando) { if (Engine.GetKey(Keys.Q)) { MenuManager.GuardarPartida(); } } Engine.Show(); } }
public override void Move() { if (Engine.GetKey(Keys.W)) { Transform.Position -= new Vector2(0, Speed.Y * Time.DeltaTime); } if (Engine.GetKey(Keys.S)) { Transform.Position += new Vector2(0, Speed.Y * Time.DeltaTime); } if (Engine.GetKey(Keys.A)) { Transform.Position -= new Vector2(Speed.X * Time.DeltaTime, 0); } if (Engine.GetKey(Keys.D)) { Transform.Position += new Vector2(Speed.X * Time.DeltaTime, 0); } }
public override void Update() { if (!LifeController.Destroyed) { //timer += Time.DeltaTime; ScreenLimits(); Move(); timerShoot += Time.DeltaTime; if (Engine.GetKey(Keys.SPACE) && timerShoot >= timetoShoot) { Shoot(); timerShoot = 0; } if (LifeController.Damaged) { Respawn(); } } }
public void Actualizar() { iSentido = -1; if (Engine.GetKey(Keys.D)) { x += velocidad * Program.deltaTime; estadoActual = Estado.CorrerDer; animCorrerDer.Play(); if (x >= wGame - ((wTex * escala) / 2)) { x = wGame - (wTex * escala) / 2; } xGlobal -= velocidad * Program.deltaTime; if (xGlobal <= despX) { xGlobal = despX; } int fila = (int)((y + (-yGlobal)) / tilemap.tamañoTile); int columna = (int)((GetXMax() + (-xGlobal)) / tilemap.tamañoTile); if (columna > 14) { columna = 14; } if (columna < 0) { columna = 0; } if (fila > 8) { fila = 8; } if (fila < 0) { fila = 0; } int numeroTile = tilemap.tiles[fila, columna]; if (numeroTile == 2 || numeroTile == 3) { if (Program.estadoActual == Program.estado.nivel1) { Program.nivel2.ResetearNivel2(); Program.estadoActual = Program.estado.nivel2; } else if (Program.estadoActual == Program.estado.nivel2) { Engine.Debug("GANASTE"); Program.estadoActual = Program.estado.win; } } else if (numeroTile != -1) { x -= velocidad * Program.deltaTime; xGlobal += velocidad * Program.deltaTime; } } else if (Engine.GetKey(Keys.A)) { x -= velocidad * Program.deltaTime; estadoActual = Estado.CorrerIzq; animCorrerIzq.Play(); if (x <= ((wTex * escala) / 2)) { x = (wTex * escala) / 2; } xGlobal += velocidad * Program.deltaTime; if (xGlobal >= 0) { xGlobal = 0; } int fila = (int)((y + (-yGlobal)) / tilemap.tamañoTile); int columna = (int)((GetXMin() + (-xGlobal)) / tilemap.tamañoTile); if (columna > 14) { columna = 14; } if (columna < 0) { columna = 0; } if (fila > 8) { fila = 8; } if (fila < 0) { fila = 0; } int numeroTile = tilemap.tiles[fila, columna]; if (numeroTile == 2 || numeroTile == 3) { if (Program.estadoActual == Program.estado.nivel1) { Program.nivel2.ResetearNivel2(); Program.nivel2.ResetearVida(); Program.estadoActual = Program.estado.nivel2; } else if (Program.estadoActual == Program.estado.nivel2) { Engine.Debug("GANASTE"); Program.estadoActual = Program.estado.win; } } else if (numeroTile != -1) { x += velocidad * Program.deltaTime; xGlobal -= velocidad * Program.deltaTime; } } else { if (estadoActual == Estado.CorrerDer) { estadoActual = Estado.IdleDer; animIdleDer.Play(); } else if (estadoActual == Estado.CorrerIzq) { estadoActual = Estado.IdleIzq; animIdleIzq.Play(); } } }