protected override void Update(GameTime gameTime) { var deltaSeconds = (float)gameTime.ElapsedGameTime.TotalSeconds; var keyboardState = Keyboard.GetState(); var mouseState = Mouse.GetState(); //_mousePoint = _camera.ScreenToWorld(new Vector2(mouseState.X, mouseState.Y)).ToPoint(); // camera if (keyboardState.IsKeyDown(Keys.R)) { _camera.ZoomIn(deltaSeconds); } if (keyboardState.IsKeyDown(Keys.F)) { _camera.ZoomOut(deltaSeconds); } // zombie if (keyboardState.IsKeyDown(Keys.Left)) { _zombie.Walk(-1.0f); } if (keyboardState.IsKeyDown(Keys.Right)) { _zombie.Walk(1.0f); } if (keyboardState.IsKeyDown(Keys.Space)) { _zombie.Attack(); } if (keyboardState.IsKeyDown(Keys.Up)) { _zombie.Jump(); } if (keyboardState.IsKeyDown(Keys.Enter)) { _zombie.Die(); } // update must be called before collision detection _zombie.Update(gameTime); _world.Update(gameTime); _camera.LookAt(_zombie.Position); base.Update(gameTime); }
protected override void Update(GameTime gameTime) { var deltaSeconds = (float)gameTime.ElapsedGameTime.TotalSeconds; var keyboardState = Keyboard.GetState(); // motw if (keyboardState.IsKeyDown(Keys.W)) { _motwSprite.Play("walkNorth"); } if (keyboardState.IsKeyDown(Keys.A)) { _motwSprite.Play("walkWest"); } if (keyboardState.IsKeyDown(Keys.S)) { _motwSprite.Play("walkSouth"); } if (keyboardState.IsKeyDown(Keys.D)) { _motwSprite.Play("walkEast"); } // camera if (keyboardState.IsKeyDown(Keys.R)) { _camera.ZoomIn(deltaSeconds); } if (keyboardState.IsKeyDown(Keys.F)) { _camera.ZoomOut(deltaSeconds); } // zombie if (keyboardState.IsKeyDown(Keys.Left)) { _zombie.Walk(-1.0f); } if (keyboardState.IsKeyDown(Keys.Right)) { _zombie.Walk(1.0f); } if (keyboardState.IsKeyDown(Keys.Space)) { _zombie.Attack(); } //if (keyboardState.IsKeyDown(Keys.Up)) // _zombie.Jump(); if (keyboardState.IsKeyDown(Keys.Enter)) { _zombie.Die(); } // update must be called before collision detection _zombie.Update(gameTime); //_world.Update(gameTime); _camera.LookAt(_zombie.Position); _animation.Update(deltaSeconds); _fireballSprite.TextureRegion = _animation.CurrentFrame; _motwSprite.Update(deltaSeconds); base.Update(gameTime); }