public override void Update(GameTime gameTime) { base.Update(gameTime); //================================ // test if (KeyboardAndMouse.HasBeenPressed(Keys.F)) { Console.WriteLine("PRESSED BUTTON"); OrderNumber = 1; } Move(gameTime); }
/// <summary> /// Handles input from the user. Input includes moving the camera and camerazoom. /// </summary> private static void HandleInput() { //KeyboardState keyState = KeyboardAndMouse.GetState(); velocity = Vector2.Zero; if (KeyboardAndMouse.IsPressed(Keys.W) && CamPos.Y > 0 + (GameWorld.ScrSize.Y / 2)) // Up { velocity.Y -= 1; } if (KeyboardAndMouse.IsPressed(Keys.S) && CamPos.Y < 0 + Asset.BackgroundPic.Height - GameWorld.ScrSize.Y / 2) // Down { velocity.Y += 1; } if (KeyboardAndMouse.IsPressed(Keys.A) && CamPos.X > 0 + (GameWorld.ScrSize.X / 2)) // Left { velocity.X -= 1; } if (KeyboardAndMouse.IsPressed(Keys.D) && CamPos.X < 0 + Asset.BackgroundPic.Width - GameWorld.ScrSize.X / 2) // Right { velocity.X += 1; } //if (keyState.IsKeyDown(Keys.E)) // Zoom in //{ // CamZoom += 0.05f * CamZoom; // value * CamZoom to negate warping effect //} //else if (GameWorld.Mousestate.ScrollWheelValue > previousScrollValue) //{ // CamZoom += 0.05f * CamZoom * 5; //} //if (keyState.IsKeyDown(Keys.Q)) // Zoom out //{ // CamZoom -= 0.05f * CamZoom; //} //else if (GameWorld.Mousestate.ScrollWheelValue < previousScrollValue) //{ // CamZoom -= 0.05f * CamZoom * 5; //} // Changes cameraposition based on velocity multiplied by speed. Speed is divided by CamZoom to avoid slowing down when zooming in // or speeding up when zooming out. CamPos += velocity * speed / CamZoom;; //previousScrollValue = GameWorld.Mousestate.ScrollWheelValue; }
/// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || KeyboardAndMouse.GetState().IsKeyDown(Keys.Escape)) { Exit(); } // TODO: Add your update logic here Camera.Update(); mouseState = Mouse.GetState(); Point = new Point(mouseState.X + (int)(Camera.CamPos.X - Camera.CamPosStart.X), mouseState.Y + (int)(Camera.CamPos.Y - Camera.CamPosStart.Y)); // TODO: Add your update logic here Camera.Update(); foreach (GameObject gameObject in GameObjects) { //Update all objects in active room gameObject.Update(gameTime); foreach (GameObject other in GameObjects) { gameObject.CheckCollision(other); } } // Adds new objects to rooms foreach (GameObject gameObject in NewGameObjects) { GameObjects.Add(gameObject); } NewGameObjects.Clear(); // Removes gameobjects from the map. foreach (GameObject gameObject in RemoveGameObjects) { GameObjects.Remove(gameObject); } RemoveGameObjects.Clear(); base.Update(gameTime); }