public void Update(GameTime gameTime) { //getting keyboard state KeyboardState keyState = Keyboard.GetState(); //power up timer if ((int)power > 0) { timer += (float)gameTime.ElapsedGameTime.TotalMilliseconds; if (timer > interval) { timer = 0; power = powerUP.one; } } //boundingbox for our player ship boundinBox = new Rectangle((int)position.X, (int)position.Y, texture.Width, texture.Height); //set rectangle for health bar healthRectangle = new Rectangle((int)healthBarPosition.X, (int)healthBarPosition.Y, health, 25); //Fire Bullets if (keyState.IsKeyDown(Keys.Space)) { Shoot(); } UpdateBullets(); //controles of the player if (keyState.IsKeyDown(Keys.Up)) { position.Y = position.Y - speed; } if (keyState.IsKeyDown(Keys.Left)) { position.X = position.X - speed; } if (keyState.IsKeyDown(Keys.Down)) { position.Y = position.Y + speed; } if (keyState.IsKeyDown(Keys.Right)) { position.X = position.X + speed; } //ship stays in screen if (position.X <= 0) { position.X = 0; } if (position.X >= 750 - texture.Width) { position.X = 750 - texture.Width; } if (position.Y <= 0) { position.Y = 0; } if (position.Y >= 850 - texture.Height) { position.Y = 850 - texture.Height; } }
public void Update(GameTime gameTime) { //getting keyboard state KeyboardState keyState = Keyboard.GetState(); //power up timer if ((int)power > 0) { timer += (float)gameTime.ElapsedGameTime.TotalMilliseconds; if (timer > interval) { timer = 0; power = powerUP.one; } } //boundingbox for our player ship boundinBox = new Rectangle((int)position.X, (int)position.Y, texture.Width, texture.Height); //set rectangle for health bar healthRectangle = new Rectangle((int)healthBarPosition.X, (int)healthBarPosition.Y, health, 25); //Fire Bullets if( keyState.IsKeyDown(Keys.Space)) { Shoot(); } UpdateBullets(); //controles of the player if (keyState.IsKeyDown(Keys.Up)) { position.Y = position.Y - speed; } if (keyState.IsKeyDown(Keys.Left)) { position.X = position.X - speed; } if (keyState.IsKeyDown(Keys.Down)) { position.Y = position.Y + speed; } if (keyState.IsKeyDown(Keys.Right)) { position.X = position.X + speed; } //ship stays in screen if (position.X <= 0) position.X = 0; if (position.X >= 750 - texture.Width) position.X = 750 - texture.Width; if (position.Y <= 0) position.Y = 0; if (position.Y >= 850 - texture.Height) position.Y = 850 - texture.Height; }