private void HandleInputs() { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } if (Mouse.GetState().LeftButton == ButtonState.Pressed && GraphicsDevice.Viewport.Bounds.Contains(MousePosition)) { Vector2 clickPos = Mouse.GetState().Position.ToVector2() + Camera.TopLeftPos; Player.MoveToPosition(clickPos); movePointer.SetPos(clickPos - new Vector2(movePointer.GetWidth() / 2, movePointer.GetHeight() / 2)); } }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here Camera = new Camera2d(GraphicsDevice); Player = new Nom(Content); Physics = new Physics(); AddNomToGame(Player); for (int i = 0; i < 10; i++) { Nom newNom = new Nom(Content); newNom.SetPosition(i * 50, i * 50); newNom.MoveToPosition(newNom.GetPosition()); AddNomToGame(newNom); AiNoms.Add(newNom); } this.IsMouseVisible = false; base.Initialize(); }