コード例 #1
0
        /// <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)
        {
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }
            world.Step((float)gameTime.ElapsedGameTime.TotalSeconds);
            // TODO: Add your update logic here
            KeyboardState keyboardState = Keyboard.GetState();

            if (keyboardState.IsKeyDown(Keys.Space) && !prevKeyboardState.IsKeyDown(Keys.Space))
            {
                SpawnCrate();
            }

            if (keyboardState.IsKeyDown(Keys.A))
            {
                player.Move(Movement.L);
            }
            if (keyboardState.IsKeyDown(Keys.D))
            {
                player.Move(Movement.R);
            }
            if (keyboardState.IsKeyDown(Keys.W))
            {
                player.Move(Movement.U);
            }
            if (keyboardState.IsKeyDown(Keys.S))
            {
                player.Move(Movement.D);
            }
            if (keyboardState.IsKeyDown(Keys.E))
            {
                player.Move(Movement.J);
            }

            player.thing.m_body.Rotation = m_gravity.angle;

            player.Update(m_gravity);

            prevKeyboardState = keyboardState;

            ButtonState b = Mouse.GetState().RightButton;

            if (!dragging)
            {
                if (b == ButtonState.Pressed)
                {
                    dragging     = true;
                    gravityBegin = new Vector2(Mouse.GetState().X, Mouse.GetState().Y);
                }
            }

            if (b == ButtonState.Released && dragging)
            {
                if (gravityBegin != new Vector2(Mouse.GetState().X, Mouse.GetState().Y))
                {
                    dragging   = false;
                    gravityEnd = new Vector2(Mouse.GetState().X, Mouse.GetState().Y);
                    Vector2 gravityDirection = gravityEnd - gravityBegin;
                    m_gravity.direction = gravityDirection;
                }
            }

            m_camera.Update(gameTime);

            for (int i = 0; i < m_platforms.Count; i++)
            {
                m_platforms[i].Update();
            }

            base.Update(gameTime);
        }