/// <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(); } float speed = 5; CharacterPosition = character1.Position; if (Keyboard.GetState().IsKeyDown(Keys.A)) { character1.Move(new Vector2(-1, 0) * speed); } else if (Keyboard.GetState().IsKeyDown(Keys.D)) { character1.Move(new Vector2(1, 0) * speed); } if (Keyboard.GetState().IsKeyDown(Keys.W)) { character1.Move(new Vector2(0, -1) * speed); } else if (Keyboard.GetState().IsKeyDown(Keys.S)) { character1.Move(new Vector2(0, 1) * speed); } // TODO: Add your update logic here base.Update(gameTime); }
/// <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(); } // TODO: Add your update logic here float speed = 5.0f; //float scale = 0.01f; if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } Vector2 perviousPos = CharacterSprite.Position; // TODO: Add your update logic here if (Keyboard.GetState().IsKeyDown(Keys.A)) { CharacterSprite.Move(new Vector2(-1, 0) * speed); } if (Keyboard.GetState().IsKeyDown(Keys.D)) { CharacterSprite.Move(new Vector2(1, 0) * speed); } if (Keyboard.GetState().IsKeyDown(Keys.W)) { CharacterSprite.Move(new Vector2(0, -1) * speed); } if (Keyboard.GetState().IsKeyDown(Keys.S)) { CharacterSprite.Move(new Vector2(0, 1) * speed); } if (!GraphicsDevice.Viewport.Bounds .Contains(CharacterSprite.BoundingRect)) { CharacterSprite.Move(perviousPos - CharacterSprite.Position); } DotSprite.Position = CharacterPosition; DotSprite.text = DotSprite.Position.ToString(); base.Update(gameTime); }
/// <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) { float speed = 5.0f; if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } Vector2 previousPos = character1.Position; Vector2 previousPosTwo = character2.Position; if (Keyboard.GetState().IsKeyDown(Keys.A)) { character1.Move(new Vector2(-1, 0) * speed); } else if (Keyboard.GetState().IsKeyDown(Keys.D)) { character1.Move(new Vector2(1, 0) * speed); } if (Keyboard.GetState().IsKeyDown(Keys.W)) { character1.Move(new Vector2(0, -1) * speed); } else if (Keyboard.GetState().IsKeyDown(Keys.S)) { character1.Move(new Vector2(0, 1) * speed); } //Character Two if (Keyboard.GetState().IsKeyDown(Keys.Left)) //&& character2.Position.X > 0 { character2.Move(new Vector2(-1, 0) * speed); } else if (Keyboard.GetState().IsKeyDown(Keys.Right)) //&& character2.Position.X <= GraphicsDevice.Viewport.Bounds.Width - character2.Image.Width { character2.Move(new Vector2(1, 0) * speed); } if (Keyboard.GetState().IsKeyDown(Keys.Up)) //&& character2.Position.Y > 0 { character2.Move(new Vector2(0, -1) * speed); } else if (Keyboard.GetState().IsKeyDown(Keys.Down)) //&& character2.Position.Y <= GraphicsDevice.Viewport.Bounds.Height - character2.Image.Height { character2.Move(new Vector2(0, 1) * speed); } if (!GraphicsDevice.Viewport.Bounds.Contains(character1.BoundingRect)) { character1.Move(previousPos - character1.Position); } if (!GraphicsDevice.Viewport.Bounds.Contains(character2.BoundingRect)) { character2.Move(previousPosTwo - character2.Position); } if (character1.IsIntersecting(character2)) { collisionMessage = "We are in collision"; } else { collisionMessage = "We are not in collision"; } base.Update(gameTime); }
/// <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(); } // TODO: Add your update logic here float speed = 5.0f; //float scale = 0.01f; if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } Vector2 perviousPos = CharacterSprite.Position; Vector2 PreviousLips = LipsSprite.Position; // TODO: Add your update logic here //*************************************************************************** //WASD keyboard controls if (Keyboard.GetState().IsKeyDown(Keys.A)) { CharacterSprite.Move(new Vector2(-1, 0) * speed); } if (Keyboard.GetState().IsKeyDown(Keys.D)) { CharacterSprite.Move(new Vector2(1, 0) * speed); } if (Keyboard.GetState().IsKeyDown(Keys.W)) { CharacterSprite.Move(new Vector2(0, -1) * speed); } if (Keyboard.GetState().IsKeyDown(Keys.S)) { CharacterSprite.Move(new Vector2(0, 1) * speed); } //keeps within bounds of viewport if (!GraphicsDevice.Viewport.Bounds .Contains(CharacterSprite.BoundingRect)) { CharacterSprite.Move(perviousPos - CharacterSprite.Position); } DotSprite.Position = CharacterPosition; DotSprite.text = DotSprite.Position.ToString(); //*************************************************************************** if (Keyboard.GetState().IsKeyDown(Keys.Left)) { LipsSprite.Move(new Vector2(-1, 0) * speed); } if (Keyboard.GetState().IsKeyDown(Keys.Right)) { LipsSprite.Move(new Vector2(1, 0) * speed); } if (Keyboard.GetState().IsKeyDown(Keys.Up)) { LipsSprite.Move(new Vector2(0, -1) * speed); } if (Keyboard.GetState().IsKeyDown(Keys.Down)) { LipsSprite.Move(new Vector2(0, 1) * speed); } if (!GraphicsDevice.Viewport.Bounds.Contains(LipsSprite.BoundingRect)) { LipsSprite.Move(PreviousLips - LipsSprite.Position); } MouseState ms = Mouse.GetState(); if (originalViewPort.Bounds.Contains(ms.Position)) { if (ms.LeftButton == ButtonState.Pressed) { //mapViewport.X = ms.X; //mapViewport.Y = ms.Y; mapViewport.Bounds = new Rectangle(ms.X, ms.Y, (int)(mapViewport.Bounds.Width), (int)(mapViewport.Bounds.Height)); } } base.Update(gameTime); }
/// <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(); } // TODO: Add your update logic here float speed = 5.0f; //float scale = 0.01f; if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } Vector2 perviousPos = CharacterSprite.Position; Vector2 perviousLipPosition = LipsSprite.Position; // TODO: Add your update logic here // Main character Movement MouseState ms = Mouse.GetState(); if (mapViewport.Bounds.Contains(ms.Position)) { if (ms.LeftButton == ButtonState.Pressed && previousMousePosition != ms.Position) { Point p = ms.Position - previousMousePosition; mapViewport.X += p.X; mapViewport.Y += p.Y; //mapViewport.Bounds.Offset(p); } } if (Keyboard.GetState().IsKeyDown(Keys.A)) { CharacterSprite.Move(new Vector2(-1, 0) * speed); } if (Keyboard.GetState().IsKeyDown(Keys.D)) { CharacterSprite.Move(new Vector2(1, 0) * speed); } if (Keyboard.GetState().IsKeyDown(Keys.W)) { CharacterSprite.Move(new Vector2(0, -1) * speed); } if (Keyboard.GetState().IsKeyDown(Keys.S)) { CharacterSprite.Move(new Vector2(0, 1) * speed); } if (!GraphicsDevice.Viewport.Bounds .Contains(CharacterSprite.BoundingRect)) { CharacterSprite.Move(perviousPos - CharacterSprite.Position); } if (Keyboard.GetState().IsKeyDown(Keys.Left)) { LipsSprite.Move(new Vector2(-1, 0) * speed); } if (Keyboard.GetState().IsKeyDown(Keys.Right)) { LipsSprite.Move(new Vector2(1, 0) * speed); } if (Keyboard.GetState().IsKeyDown(Keys.Up)) { LipsSprite.Move(new Vector2(0, -1) * speed); } if (Keyboard.GetState().IsKeyDown(Keys.Down)) { LipsSprite.Move(new Vector2(0, 1) * speed); } if (!GraphicsDevice.Viewport.Bounds .Contains(LipsSprite.BoundingRect)) { LipsSprite.Move(perviousLipPosition - LipsSprite.Position); } previousMousePosition = ms.Position; LipsSprite.text = LipsSprite.Position.ToString(); base.Update(gameTime); }