public override void UpdateMovement(GameTime _GameTime, CInput _Input) { Sprite.Depth = GlobalValue.ENEMY_SPRITE_DEPTH; // Gia tốc trọng trường if (m_Status == IDStatus.ALIVE) { m_Accel = new Vector2(0, 0.0098f); if (m_Direction == IDDir.LEFT) { m_Velocity = new Vector2(-0.03f, m_Velocity.Y); } else if (m_Direction == IDDir.RIGHT) { m_Velocity = new Vector2(0.03f, m_Velocity.Y); } } CheckShooted(_GameTime); if (CoolDown > 600) { Status = IDStatus.DIE; } if (m_Status == IDStatus.SPIN) { if (m_Direction == IDDir.LEFT) { m_Velocity = new Vector2(-0.1f, m_Velocity.Y); } else if (m_Direction == IDDir.RIGHT) { m_Velocity = new Vector2(0.1f, m_Velocity.Y); } } if (m_Status == IDStatus.HIDE) { m_Velocity = new Vector2(0, m_Velocity.Y); } //if (_Input.KeyDown(Microsoft.Xna.Framework.Input.Keys.Space)) //{ // m_Status = IDStatus.DIE_CAN_ATTACK; //} if (m_Velocity.Y > 1.0f) { m_Velocity.Y = 1.0f; } if (m_Velocity.X > 1f) { m_Velocity.X = 1f; } if (m_Velocity.X < -1f) { m_Velocity.X = -1f; } base.Update(_GameTime, _Input); }
public override void UpdateAnimation(GameTime _GameTime, CInput _Input) { m_Sprite.Animation.FrameStart = 0; m_Sprite.Animation.FrameEnd = 3; m_Sprite.Animation.TimeAnimation = 80.0f; base.UpdateAnimation(_GameTime, _Input); }
public override void UpdateMovement(GameTime _GameTime, CInput _Input) { if (m_Status == IDStatus.ACTIVATE) { m_Velocity = new Vector2(0, -0.05f); } if (oldPosition.Y - m_Position.Y > Sprite.FrameHeight - 1 && m_Status == IDStatus.ACTIVATE)// && Status != IDStatus.UNACTIVATE)//dung animation chay len { m_Status = IDStatus.RUN; m_Velocity = Vector2.Zero; Direction = IDDir.RIGHT; } if (Status == IDStatus.RUN) { m_Accel.Y = 0.00098f; if (Direction == IDDir.LEFT) { //m_Status = IDStatus.RUN; m_Velocity = new Vector2(-0.1f, m_Velocity.Y); } if (Direction == IDDir.RIGHT) { //m_Status = IDStatus.RUN; m_Velocity = new Vector2(0.1f, m_Velocity.Y); } } base.Update(_GameTime, _Input); }
/// <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) { CMasterControl.gameTime = gameTime; // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) { this.Exit(); } //Exit when Escape is pressed(Dunno if this iterferes with the editor?) if (Keyboard.GetState(PlayerIndex.One).IsKeyDown(Keys.Escape)) { this.Exit(); } CInput input = Master.GetInputManager().GetCurrentInputHandler() as CInput; if (input.getInputRelease(Microsoft.Xna.Framework.Input.Keys.B)) { CActor.showHitBox = !CActor.showHitBox; } _benchmarker.Start(); Master.Update(gameTime); //CMasterControl.mapManager.updateMap(gameTime); _benchmarker.Stop(); //CMasterControl.audioPlayer.Update(); base.Update(gameTime); }
public void HandleInput(GameTime gameTime, CInput Input) { if (getListState().Count != 0) { getListState()[getListState().Count - 1].HandleInput(gameTime, Input); } }
public override void UpdateAnimation(GameTime _GameTime, CInput _Input) { if (Status == IDStatus.MOVE) { Sprite.Animation.FrameStart = 2; Sprite.Animation.FrameEnd = 3; } if (Status == IDStatus.FIRE) { Sprite.Animation.FrameStart = 1; Sprite.Animation.FrameEnd = 3; } if (Direction == IDDir.LEFT) { Sprite.Effect = SpriteEffects.None; } if (Direction == IDDir.RIGHT) { Sprite.Effect = SpriteEffects.FlipHorizontally; } //for (int i = 0; i < List_Of_Bullet.Count; i++) //{ // List_Of_Bullet[i].UpdateAnimation(_GameTime, _Input); //} base.UpdateAnimation(_GameTime, _Input); }
/// <summary> /// 移動相關 /// </summary> /// <param name="input">Input數值</param> void Movement(CInput input) { m_WasGrounded = m_Controller.isGrounded; //暫存方向數值 m_DesiredMovement = new Vector3(input.horizontal, 0, input.vertical); m_DesiredMovement = m_DesiredMovement.normalized; m_CurrentMagnitude = m_DesiredMovement.magnitude; Rotate(m_DesiredMovement); //併到Movement,除了y(重力) m_Movement.x = m_DesiredMovement.x * m_Speed; m_Movement.z = m_DesiredMovement.z * m_Speed; if (m_OnGround) { m_Movement.y = -2f; if (input.jump) { //跳躍指令來源:https://youtu.be/_QajrabyTJc?t=1297 m_Movement.y = Mathf.Sqrt(m_JumpHeight * -2 * m_Gravity.y); } } m_Movement += m_Gravity * Time.deltaTime; m_Controller.Move(m_Movement * Time.deltaTime); WalkCycleAndJump(); WalkingVFX(); }
public static bool UpdateGameLogic(CKeys Keys, CMouse Mouse) { bool _Run = true; _Cursor.CursorVisible = Mouse.Visible; Mouse.CopyEvents(); Keys.CopyEvents(); CSound.Update(); CBackgroundMusic.Update(); CInput.Update(); if (CConfig.CoverLoading == ECoverLoading.TR_CONFIG_COVERLOADING_DYNAMIC && _CurrentScreen != EScreens.ScreenSing) { CSongs.LoadCover(30L, 1); } if (CSettings.GameState != EGameState.EditTheme) { _Run &= HandleInputs(Keys, Mouse); _Run &= Update(); } else { _Run &= HandleInputThemeEditor(Keys, Mouse); _Run &= Update(); } return(_Run); }
public override void keyDown(object sender) { if (_state == "Idle" || _state == "Moving") { //Store this so we can type less CInput input = Master.GetInputManager().GetCurrentInputHandler() as CInput; if (input.keysPressed.Contains(Keys.End)) { Graphics.CGraphics.changeResolution(320, 240); Master.Pop(); } if (input.keysPressed.Contains(Keys.A)) { _position.X -= _velocity.X; image = _imageIndex["PlayerWalkLeft"]; _direction = DIRECTION.LEFT; _state = "Moving"; } if (input.keysPressed.Contains(Keys.D)) { _position.X += _velocity.X; image = _imageIndex["PlayerWalkRight"]; _direction = DIRECTION.RIGHT; _state = "Moving"; } if (input.keysPressed.Contains(Keys.W)) { _position.Y -= _velocity.Y; image = _imageIndex["PlayerWalkUp"]; _direction = DIRECTION.UP; _state = "Moving"; } if (input.keysPressed.Contains(Keys.S)) { _position.Y += _velocity.Y; image = _imageIndex["PlayerWalkDown"]; _direction = DIRECTION.DOWN; _state = "Moving"; } if (input.keysPressed.Contains(Keys.LeftShift) && _state == "Moving") { _state = "Rolling"; _rollReleased = false; //get the F**K out of this return; } if (input.keysPressed.Contains(Keys.Space)) { _state = "Swinging"; _swordReleased = false; } } }
public bool SwipeUp() { if (CInput.MouseSpeed().y > Screen.height / 10) { return(true); } return(false); }
public override void UpdateAnimation(GameTime _GameTime, CInput _Input) { //if (m_Status == IDStatus.UNACTIVATE) //{ // Sprite.Animation.CurFrame = 3; //} base.UpdateAnimation(_GameTime, _Input); }
public bool SwipeDown() { if (CInput.MouseSpeed().y < Screen.height / -10) { return(true); } return(false); }
//* ────────────-_______________________* //* constructor & destructor ───────────────────────* //* -----------------------------------------------------------------------* /// <summary>コンストラクタ。</summary> /// /// <param name="sceneName">シーン名称。</param> protected CSceneBase(string sceneName) { this.sceneName = sceneName; inputManager = game.inputManager; graphicDeviceManager = game.graphicDeviceManager; contentManager = game.Content; localGameComponentManager = new CGameComponentManager(game); }
public override void HandleInput(GameTime gameTime, CInput _Input) { if (_Input.KeyPressed(Keys.Back)) { StateManager.getInst().ExitScreen(); StateManager.getInst().AddScreen(new MenuState(IDGameState.MENU)); } base.HandleInput(gameTime, _Input); }
void Awake() { playerInput = this.GetComponent <CInput>(); rigidbody = this.GetComponent <Rigidbody2D>(); myCollider = this.GetComponent <CapsuleCollider2D>(); shooter = this.GetComponent <CShooter>(); interactItems = new List <IInteractItem>(); interactList = new Dictionary <IInteractItem, bool>(); }
public override void UpdateMovement(GameTime _GameTime, CInput _Input) { // Gia tốc trọng trường //if (Status == IDStatus.SHOOTED) //{ // m_Velocity.X = 0; //} CheckShooted(_GameTime); #region .Nếu mushroom còn sống if (m_Status == IDStatus.ALIVE) { m_Accel = new Vector2(m_Accel.X, 0.0098f); if (Direction == IDDir.LEFT) { m_Status = IDStatus.ALIVE; m_Velocity = new Vector2(-0.03f, m_Velocity.Y); } if (Direction == IDDir.RIGHT) { m_Status = IDStatus.ALIVE; m_Velocity = new Vector2(0.03f, m_Velocity.Y); } } #endregion if (m_Status == IDStatus.BEFORE_DIE) { m_Velocity = Vector2.Zero; CoolDown += (float)_GameTime.ElapsedGameTime.TotalMilliseconds; } if (CoolDown > 700) { m_Status = IDStatus.DIE; } if (m_Velocity.Y > 1f) { m_Velocity.Y = 1f; } if (m_Velocity.X > 0.09f) { m_Velocity.X = 0.09f; } if (m_Velocity.X < -0.09f) { m_Velocity.X = -0.09f; } base.Update(_GameTime, _Input); }
public override void keyRelease(object sender) { CInput input = Master.GetInputManager().GetCurrentInputHandler() as CInput; if (_state == ACTOR_STATES.CARRY && input.keysReleased.Contains(input.getKey(CInput.KEY_ACTION))) { toss(); _followRoot = false; } }
public override void UpdateMovement(GameTime _GameTime, CInput _Input) { if (Status == IDStatus.ACTIVATE) { m_Flag.Accel = new Vector2(0, 0.00098f); Status = IDStatus.UNACTIVATE; } m_Flag.Update(_GameTime, _Input); base.UpdateMovement(_GameTime, _Input); }
public override void HandleInput(GameTime gameTime, CInput _Input) { CoolDown += (float)gameTime.ElapsedGameTime.TotalMilliseconds; if (CoolDown > 5000) { StateManager.getInst().ExitScreen(); StateManager.getInst().AddScreen(new MenuState(IDGameState.MENU)); } base.HandleInput(gameTime, _Input); }
public override void UpdateMovement(GameTime _GameTime, CInput _Input) { //CoolDownFire += (float)_GameTime.ElapsedGameTime.TotalMilliseconds; Accel = new Vector2(Accel.X, 0.00098f); if (m_Status == IDStatus.MOVE) { if (Direction == IDDir.LEFT) { m_Velocity = new Vector2(-0.03f, m_Velocity.Y); } if (Direction == IDDir.RIGHT) { m_Velocity = new Vector2(0.03f, m_Velocity.Y); } } if (Status == IDStatus.FIRE) { Velocity = Vector2.Zero; //Direction = tempDirection; if (CoolDown(ref CoolDownBullet, 800, _GameTime)) { //BossBullet b = new BossBullet(new Vector2(this.Position.X, GlobalValue.MARIO_POSITION.Y), this.Direction); //List_Of_Bullet.Add(b); BossBullet b = new BossBullet(new Vector2(this.Position.X, this.Position.Y), this.Direction); GlobalValue.List_Of_Bullet.Add(b); } if (CoolDown(ref CoolDownFire, 1000, _GameTime)) { Status = IDStatus.MOVE; } } if (Boss_Heath_Point <= 0) { Status = IDStatus.DIE; } if (CoolDown(ref CoolDownMove, 3000, _GameTime) && CanFire) { Status = IDStatus.FIRE; } //for (int i = 0; i < List_Of_Bullet.Count; i++) //{ // List_Of_Bullet[i].UpdateMovement(_GameTime, _Input); //} base.UpdateMovement(_GameTime, _Input); base.Update(_GameTime, _Input); }
public override void UpdateMovement(GameTime _GameTime, CInput _Input) { if (m_Status == IDStatus.DEACTIVATE) { //if (m_GreenMushroom.Status == IDStatus.UNACTIVATE) { switch (Item.IDObject) { case IDObject.ITEM_COIN_ACTIVATED: SoundManager.PlaySound(ESound.SFX_COIN); GlobalValue.MARIO_SCORE += 100; GlobalValue.MARIO_COIN += 1; break; case IDObject.ITEM_GROW_UP: SoundManager.PlaySound(ESound.SFX_ITEM_APPEAR); if (IDObject.SMALL_MARIO == IDObject.SMALL_MARIO) { Item.IDObject = IDObject.ITEM_SUPER_MUSHROOM; Item.Sprite = new CSprite(CResourceManager.GetInstance().GetResource(IDResource.ITEM_SUPER_MUSHROOM)); } if (GlobalValue.ID_MARIO == IDObject.SUPER_MARIO || GlobalValue.ID_MARIO == IDObject.FIRE_MARIO) { Item.IDObject = IDObject.ITEM_FIRE_FLOWER; Item.Sprite = new CSprite(CResourceManager.GetInstance().GetResource(IDResource.ITEM_FIRE_FLOWER)); } break; case IDObject.ITEM_1UP_MUSHROOM: SoundManager.PlaySound(ESound.SFX_ITEM_APPEAR); break; case IDObject.ITEM_STARMAN: SoundManager.PlaySound(ESound.SFX_ITEM_APPEAR); break; default: break; } m_Item.Status = IDStatus.ACTIVATE; } m_Status = IDStatus.UNACTIVATE; } if (m_Item != null) { //m_RedMushroom.Update(_GameTime, _Input); //m_GreenMushroom.UpdateMovement(_GameTime, _Input); if (m_Item.Status == IDStatus.DIE) { //m_GreenMushroom = null; } } //base.UpdateMovement(_GameTime, _Input); }
//* ────________________________________* //* methods ───────────────────────────────-* //* -----------------------------------------------------------------------* /// <summary>初期化処理</summary> protected override void Initialize() { base.Initialize(); TargetElapsedTime = TimeSpan.FromSeconds(1.0 / ( double )(initializeData.fps)); IsFixedTimeStep = true; sceneManager.nowScene = initializeData.sceneFirst; gamedata = new CDataIOManager <_T>( initializeData.codename, initializeData.fileIOConfigure.fileConfigure); SStarter <_T> .SInputInitializeData iniInput = initializeData.inputConfigure; input = new CInput(Window.Handle, iniInput.buttons, iniInput.keyLoopStart, iniInput.keyLoopInterval); }
public override void HandleInput(GameTime gameTime, CInput _Input) { CoolDown += (float)gameTime.ElapsedGameTime.TotalMilliseconds; if (CoolDown > 2000) { CoolDown = 0; StateManager.getInst().ExitScreen(); StateManager.getInst().AddScreen(new MenuState(IDGameState.MENU)); } GlobalValue.IS_LOCK_KEYBOARD = false; base.HandleInput(gameTime, _Input); }
public override void keyRelease(object sender) { if (_state == ACTOR_STATES.HOLD) { CInput input = Master.GetInputManager().GetCurrentInputHandler() as CInput; if (input.keysReleased.Contains(Microsoft.Xna.Framework.Input.Keys.C)) { _shakeOffMeter++; } } }
public void Awake() { Instance = this; model = new Model.CModel(this); input = new Libraries.CInput(); playerSwipesCounter.Watch(model.player); opponentSwipesCounter.Watch(model.opponent); timer.SetTurnTime(Config.turnTime); timer.onEnd += OnTimerEnd; }
protected override void Initialize() { CResourceManager.GetInstance().Init(Content); SoundManager.LoadContent(Content); _fps = _eLapsedTime = 0; m_Input = new CInput(); StateManager.getInst().Content = Content; StateManager.getInst().AddScreen(new IntroState(IDGameState.INTRO)); StateManager.getInst().m_Game = this; base.Initialize(); }
public override void UpdateAnimation(GameTime _GameTime, CInput _Input) { if (Direction == IDDir.LEFT) { Sprite.Effect = SpriteEffects.FlipHorizontally; } if (Direction == IDDir.RIGHT) { Sprite.Effect = SpriteEffects.None; } base.UpdateAnimation(_GameTime, _Input); }
public static void UnloadFile() { LoadedFiles(); CFormat.JumpLine(); CFormat.WriteLine("Please enter the number ID of the file you want to unload.", ConsoleColor.Gray); int id = CInput.UserPickInt(CommandManager.LoadedFileIDs.Count - 1); if (id == -1) { return; } CommandManager.UnloadFile(id); }
private void UpdateBullet(GameTime _GameTime, CInput _Input) { if (m_Bullet1 != null) { m_Bullet1.UpdateAnimation(_GameTime, _Input); m_Bullet1.UpdateMovement(_GameTime, _Input); } if (m_Bullet2 != null) { m_Bullet2.UpdateAnimation(_GameTime, _Input); m_Bullet2.UpdateMovement(_GameTime, _Input); } }
public override void keyDown(object sender) { CInput input = (CInput)sender; if (input.keysPressed.Contains(input.getKey(CInput.KEY_ACTION))) { if (MathExt.MathExt.checkPointInCircle(new Vector2(Player.CPlayer.glblX, Player.CPlayer.glblY), _position, _hearingRadius)) { _currentDialog = _DIALOG1; _triggerTextEvent(); } } }
public virtual void HandleInput(GameTime gameTime, CInput _Input) { }