public override void Update(GameTime gameTime) { KeyboardInputManager.Begin(); if (KeyboardInputManager.IsKeyPressed(Keys.T)) { GameCore.ChangeScene <SceneTest>(); } if (KeyboardInputManager.IsKeyPressed(Keys.D1)) { GameCore.ChangeScene <SpriteAnimationScene>(); } if (KeyboardInputManager.IsKeyPressed(Keys.D2)) { GameCore.ChangeScene <SceneGraphScene>(); } if (KeyboardInputManager.IsKeyPressed(Keys.D3)) { GameCore.ChangeScene <CameraScene>(); } if (KeyboardInputManager.IsKeyPressed(Keys.D4)) { GameCore.ChangeScene <PhysicScene>(); } if (KeyboardInputManager.IsKeyPressed(Keys.D5)) { GameCore.ChangeScene <TiledMapScene>(); } if (KeyboardInputManager.IsKeyPressed(Keys.D6)) { GameCore.ChangeScene <AetherPhysics2DHelloWorldScene>(); } if (KeyboardInputManager.IsKeyPressed(Keys.D7)) { GameCore.ChangeScene <QuadtreeCheckCollisionScene>(); } KeyboardInputManager.End(); base.Update(gameTime); }
public override void Update(GameTime gameTime) { KeyboardInputManager.Begin(); // Move camera if (KeyboardInputManager.IsKeyDown(Keys.Left)) { _cameraPosition.X += 12f * DeltaTime; } if (KeyboardInputManager.IsKeyDown(Keys.Right)) { _cameraPosition.X -= 12f * DeltaTime; } if (KeyboardInputManager.IsKeyDown(Keys.Up)) { _cameraPosition.Y -= 12f * DeltaTime; } if (KeyboardInputManager.IsKeyDown(Keys.Down)) { _cameraPosition.Y += 12f * DeltaTime; } // We make it possible to rotate the player body if (KeyboardInputManager.IsKeyDown(Keys.A)) { _playerBodyComponent.ApplyTorque(10); } if (KeyboardInputManager.IsKeyDown(Keys.D)) { _playerBodyComponent.ApplyTorque(-10); } if (KeyboardInputManager.IsKeyPressed(Keys.Space)) { _playerBodyComponent.ApplyLinearImpulse(new Vector2(0f, 10f)); } Camera2D.Position = _cameraPosition; KeyboardInputManager.End(); base.Update(gameTime); }
public override void Update(GameTime gameTime) { MouseInputManager.Begin(); KeyboardInputManager.Begin(); // Change Gravity if (KeyboardInputManager.IsKeyPressed(Keys.VolumeUp)) { Gravity += new Vector2(0f, -5); } if (KeyboardInputManager.IsKeyPressed(Keys.VolumeDown)) { Gravity -= new Vector2(0f, -5); } // Change Impulse if (KeyboardInputManager.IsKeyPressed(Keys.Up)) { _impulse += 10f; } if (KeyboardInputManager.IsKeyPressed(Keys.Down)) { _impulse -= 10f; } if (_impulse == 0f) { _impulse = _playerBodyComponent.Mass * 10 / DeltaTime; } #region Camera _cameraPosition.X = MouseInputManager.GetPosition().X; _cameraPosition.Y = InvertPositionY(MouseInputManager.GetPosition().Y); Camera2D.Position = _cameraPosition; if (KeyboardInputManager.IsKeyDown(Keys.OemPlus)) { Camera2D.Zoom -= new Vector2(0.01f); } if (KeyboardInputManager.IsKeyDown(Keys.OemMinus)) { Camera2D.Zoom += new Vector2(0.01f); } if (KeyboardInputManager.IsKeyPressed(Keys.R)) { Camera2D.Reset(); } #endregion #region Player if (KeyboardInputManager.IsKeyDown(Keys.Right)) { _playerBodyComponent.SetLinearVelocityX(100f); _isMoving = true; } if (KeyboardInputManager.IsKeyDown(Keys.Left)) { _playerBodyComponent.SetLinearVelocityX(-100f); _isMoving = true; } if (!_isMoving) { _playerBodyComponent.SetLinearVelocityX(0f); _impulse = _playerBodyComponent.Mass * 10 / DeltaTime; } if (KeyboardInputManager.IsKeyPressed(Keys.Space)) { _playerBodyComponent.ApplyLinearImpulseY(_impulse); } #endregion KeyboardInputManager.End(); MouseInputManager.End(); _textComponent.Text = BuildDebugText(); _isMoving = false; base.Update(gameTime); }