/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { graphics.PreferredBackBufferHeight = 288; graphics.PreferredBackBufferWidth = 320; graphics.ApplyChanges(); scale = MathHelper.Min(scaleX, scaleY); #region Levels allNPCS = npcs.AllNPCS; allObjects = objects.AllObjects; Levels = new Dictionary <string, Level>(); area1 = new Level("area1", true, allNPCS["area1"]); area2 = new Level("area2", true, allNPCS["area2"]); area3 = new CollectionQuest("area3", false, allNPCS["area3"], allObjects["testQuestObjects"]); area4 = new ShootingQuest("area1", true, new Dictionary <string, NPC>(), allObjects["testShootingObjects"]); area5 = new Level("area4", true, allNPCS["area5"]); Levels.Add("area1", area1); Levels.Add("area2", area2); Levels.Add("area3", area3); Levels.Add("area4", area4); Levels.Add("area5", area5); #endregion player = new Player(new Vector2(41, 108)); base.Initialize(); }
public void Update(GameTime gT, Player p, GamePadState gP, KeyboardState kB, ShootingQuest lvl, Game1 game, Dictionary <string, Object> targets, Matrix cam) { #region Mouse mS = Mouse.GetState(game.Window); mP = new Vector2(mS.X, mS.Y); mPTarget = new Vector2(mS.X - 16, mS.Y - 32); mPTarget = Vector2.Transform(mPTarget, Matrix.Invert(cam)); #endregion #region Shooting if (mS.LeftButton == ButtonState.Pressed && mSP.LeftButton == ButtonState.Released && !shot) { if (bCount > 0) { foreach (KeyValuePair <string, Object> tgt in targets) { tgt.Value.Update(gT, p, gP, kB, game, lvl, mPTarget); } shot = true; revolverShoot.FrameIndex = 0; bCount--; Debug.WriteLine("Bang!" + " Rounds Left: " + bCount); } else { Debug.WriteLine("OUT OF AMMO"); } } if (mS.RightButton == ButtonState.Pressed && bCount == 0) { bCount = 6; Debug.WriteLine("RELOAD"); } #endregion mSP = mS; }
public virtual void Update(GameTime gT, Player p, GamePadState gP, KeyboardState kB, Game1 game, ShootingQuest lvl, Vector2 mP) { }
public override void Update(GameTime gT, Player p, GamePadState gP, KeyboardState kB, Game1 game, ShootingQuest lvl, Vector2 mP) { Vector2 vect = pos - mP; float dist = vect.Length(); if (dist <= 5.0f && !isHit) { isHit = true; lvl.HitCount++; } }