/// <summary> /// The main entry point for the application. /// </summary> static void Main(string[] args) { using (Engine game = new Engine()) { game.Run(); } }
public Switcher(Game gam, Engine game) : base(gam) { timeToGo = -1; timer = false; this.game=game; switching = false; }
public Menu(Engine game, Animation enter, Resources R) { this.game = game; cursorState = 0; keyboardState = Keyboard.GetState(); previousState = Keyboard.GetState(); this.enter = enter; Res = R; }
public Planner(Game gam, Engine game) : base(gam) { Events=new List<Event>(); this.game = game; }
public void Update(Engine game, GameTime gameTime) { if (!game.KeyboardBlocked) { keyboardState = Keyboard.GetState(); keyPressed = false; if ((keyboardState.IsKeyDown(Space) && (previousState.IsKeyUp(Space)))) { if ((Player.BulletsShot < Player.MaxShots)&&(Player.Alive)) { game.Fire(Player); } } if (keyboardState.IsKeyDown(Left) && (keyPressed == false)) { if (Player.Smer != 4) { Player.CalculateSource(3); Player.Effects = SpriteEffects.None; } Player.Smer = 4; if (!previousState.IsKeyDown(Left)) { zvysok = (int)Player.PositionY % game.Constants.BrickSize; Player.PositionY = (int)((int)Player.PositionY / game.Constants.BrickSize); Player.PositionY = (int)Player.PositionY * game.Constants.BrickSize; if (zvysok > game.Constants.BrickSize / 2) { Player.PositionY = Player.PositionY + game.Constants.BrickSize; } } keyPressed = true; } if (keyboardState.IsKeyDown(Right) && (keyPressed == false)) { if (Player.Smer != 2) { Player.CalculateSource(3); Player.Effects = SpriteEffects.FlipHorizontally; } Player.Smer = 2; if (!previousState.IsKeyDown(Right)) { zvysok = (int)Player.PositionY % game.Constants.BrickSize; Player.PositionY = (int)((int)Player.PositionY / game.Constants.BrickSize); Player.PositionY = (int)Player.PositionY * game.Constants.BrickSize; if (zvysok > game.Constants.BrickSize / 2) { Player.PositionY = Player.PositionY + game.Constants.BrickSize; } } keyPressed = true; } if (keyboardState.IsKeyDown(Down) && (keyPressed == false)) { if (Player.Smer != 3) { Player.CalculateSource(1); Player.Effects = SpriteEffects.FlipVertically; } Player.Smer = 3; if ((!previousState.IsKeyDown(Down)) || ((previousState.IsKeyDown(Right) && (previousState.IsKeyDown(Down)))) || ((previousState.IsKeyDown(Left) && (previousState.IsKeyDown(Down))))) { zvysok = (int)Player.PositionX % game.Constants.BrickSize; Player.PositionX = (int)((int)Player.PositionX / game.Constants.BrickSize); Player.PositionX = (int)Player.PositionX * game.Constants.BrickSize; if (zvysok > game.Constants.BrickSize / 2) { Player.PositionX = Player.PositionX + game.Constants.BrickSize; } } keyPressed = true; } if (keyboardState.IsKeyDown(Up) && (keyPressed == false)) { if (Player.Smer != 1) { Player.CalculateSource(1); Player.Effects = SpriteEffects.None; } Player.Smer = 1; zvysok = (int)Player.PositionX % game.Constants.BrickSize; Player.PositionX = (int)((int)Player.PositionX / game.Constants.BrickSize); Player.PositionX = (int)Player.PositionX * game.Constants.BrickSize; if (zvysok > game.Constants.BrickSize / 2) { Player.PositionX = Player.PositionX + game.Constants.BrickSize; } keyPressed = true; } previousState = keyboardState; } }