protected override void Update(GameTime gameTime) { float deltaTime = (float)gameTime.ElapsedGameTime.TotalSeconds; spawnTimer += deltaTime; if (spawnTimer >= 2) { Enemy tempEnemy = new Enemy(TextureLibrary.GetTexture("enemy"), new Vector2(Randomizer.GetRandom(Window.ClientBounds.Width), -TextureLibrary.GetTexture("enemy").Height), 300, new Vector2(0.3f, 0.3f), 0, Color.White, 100); enemies.Add(tempEnemy); spawnTimer = 0; } player.Update(deltaTime, Keyboard.GetState(), Mouse.GetState(), Window.ClientBounds.Size); enemy.Update(gameTime, player, Window.ClientBounds.Height); for (int i = 0; i < enemies.Count; i++) { enemies[i].Update(gameTime, player, Window.ClientBounds.Height); if (enemies[i].GetIsAlive() == false || enemies[i].GetPosition().Y >= Window.ClientBounds.Height) { enemies.RemoveAt(i); i--; } } BulletManager.Update(deltaTime, player, enemies); base.Update(gameTime); }
public void Update(float deltaTime, KeyboardState keyboardState, MouseState mouseState, Point windowSize) { if (alive) { //float deltaTime = (float)gameTime.ElapsedGameTime.TotalSeconds; //KeyboardState keyboardState = Keyboard.GetState(); //moveDir = new Vector2(); if (keyboardState.IsKeyDown(Keys.Right)) { //moveDir.X = 1; position.X += speed * deltaTime; } if (keyboardState.IsKeyDown(Keys.Left)) { //moveDir.X = -1; position.X -= speed * deltaTime; } rectangle.Location = position.ToPoint(); rectangle.Offset(-offset); //if (moveDir != Vector2.Zero) //{ // moveDir.Normalize(); // position += moveDir * speed * deltaTime; //} attackTimer += deltaTime; if (attackTimer <= attackSpeed) { attackTimer += deltaTime; } if (mouseState.LeftButton == ButtonState.Pressed && attackTimer >= attackSpeed) { Vector2 bulletDir = mouseState.Position.ToVector2() - position; BulletManager.AddBullet(TextureLibrary.GetTexture("triangle"), position, bulletDir, 400, new Vector2(0.05f, 0.05f), Owner.Player, Color.White); attackTimer = 0; } if (health <= 0) { alive = false; } } else { playerColor = Color.Black; } }
protected override void Initialize() { base.Initialize(); Randomizer.Init(); player = new Player(triangleTexture, new Vector2(0, 400), 500, new Vector2(0.1f, 0.1f), 0, Color.White, 100, 1); enemy = new Enemy(TextureLibrary.GetTexture("enemy"), new Vector2(Randomizer.GetRandom(Window.ClientBounds.Width), -TextureLibrary.GetTexture("enemy").Height), 300, new Vector2(0.3f, 0.3f), 0, Color.White, 100); enemies = new List <Enemy>(); IsMouseVisible = true; speed = 300; triangleRectangle = triangleTexture.Bounds; BulletManager.SetWindowsize(Window.ClientBounds.Size); }