コード例 #1
0
ファイル: Game1.cs プロジェクト: Zertuk/monogamefun
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures
            spriteBatch = new SpriteBatch(GraphicsDevice);
            font        = Content.Load <SpriteFont>("Score");
            Texture2D texture      = Content.Load <Texture2D>("leeks");
            Texture2D bee          = Content.Load <Texture2D>("beemanrun");
            Texture2D wallTexture  = Content.Load <Texture2D>("wall");
            Texture2D grassTexture = Content.Load <Texture2D>("grass");

            _player = new Player(texture);
            // TODO: use this.Content to load your game content here
            _world    = new World(Content, _player);
            _itemDrop = new ItemDrop("heartfloat", Content);
            //_enemy = new Enemy(bee, 1, 4, 12,);
            _tileArray   = _world._activeRoom;
            _gameOptions = new GameOptions();
            _scale       = _gameOptions.scale;
            _camera      = new Camera(GraphicsDevice.Viewport);
        }
コード例 #2
0
ファイル: Game1.cs プロジェクト: Zertuk/monogamefun
        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            KeyboardState state     = Keyboard.GetState();
            var           padState  = GamePad.GetState(PlayerIndex.One);
            var           collision = new Collision(_tileArray);
            var           colCheck  = collision.CheckCollision(_player, _world);

            _tileArray = _world._activeRoom;
            var playerMoving = _player.Input(state, padState, colCheck);

            // TODO: Add your update logic here
            _world.WorldUpdate();
            score++;
            if (playerMoving)
            {
                _player.animatedSprite.Update();
            }
            if (_itemDrop != null)
            {
                _itemDrop.animatedSprite.Update();
            }
            //_enemy.animatedSprite.Update();
            base.Update(gameTime);

            //var inDistance = checkDistance(_enemy.position, _player.position);
            //_enemy.Walk(_player.position, inDistance);
            if (_itemDrop != null)
            {
                var inDistance = checkDistance(_itemDrop.position, _player.position);
                var pickUp     = _itemDrop.PickUp(_player, inDistance);
                if (pickUp)
                {
                    _itemDrop = null;
                }
            }

            _camera.Update(_player.position);
        }