Exemplo n.º 1
0
        /// <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 || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            float speed = 5;

            CharacterPosition = character1.Position;

            if (Keyboard.GetState().IsKeyDown(Keys.A))
            {
                character1.Move(new Vector2(-1, 0) * speed);
            }
            else if (Keyboard.GetState().IsKeyDown(Keys.D))
            {
                character1.Move(new Vector2(1, 0) * speed);
            }

            if (Keyboard.GetState().IsKeyDown(Keys.W))
            {
                character1.Move(new Vector2(0, -1) * speed);
            }
            else if (Keyboard.GetState().IsKeyDown(Keys.S))
            {
                character1.Move(new Vector2(0, 1) * speed);
            }

            // TODO: Add your update logic here

            base.Update(gameTime);
        }
Exemplo n.º 2
0
        /// <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 || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            // TODO: Add your update logic here
            float speed = 5.0f;

            //float scale = 0.01f;
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }
            Vector2 perviousPos = CharacterSprite.Position;

            // TODO: Add your update logic here
            if (Keyboard.GetState().IsKeyDown(Keys.A))
            {
                CharacterSprite.Move(new Vector2(-1, 0) * speed);
            }
            if (Keyboard.GetState().IsKeyDown(Keys.D))
            {
                CharacterSprite.Move(new Vector2(1, 0) * speed);
            }
            if (Keyboard.GetState().IsKeyDown(Keys.W))
            {
                CharacterSprite.Move(new Vector2(0, -1) * speed);
            }
            if (Keyboard.GetState().IsKeyDown(Keys.S))
            {
                CharacterSprite.Move(new Vector2(0, 1) * speed);
            }
            if (!GraphicsDevice.Viewport.Bounds
                .Contains(CharacterSprite.BoundingRect))
            {
                CharacterSprite.Move(perviousPos - CharacterSprite.Position);
            }
            DotSprite.Position = CharacterPosition;
            DotSprite.text     = DotSprite.Position.ToString();
            base.Update(gameTime);
        }
Exemplo n.º 3
0
        /// <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)
        {
            float speed = 5.0f;

            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            Vector2 previousPos    = character1.Position;
            Vector2 previousPosTwo = character2.Position;

            if (Keyboard.GetState().IsKeyDown(Keys.A))
            {
                character1.Move(new Vector2(-1, 0) * speed);
            }
            else if (Keyboard.GetState().IsKeyDown(Keys.D))
            {
                character1.Move(new Vector2(1, 0) * speed);
            }

            if (Keyboard.GetState().IsKeyDown(Keys.W))
            {
                character1.Move(new Vector2(0, -1) * speed);
            }
            else if (Keyboard.GetState().IsKeyDown(Keys.S))
            {
                character1.Move(new Vector2(0, 1) * speed);
            }



            //Character Two

            if (Keyboard.GetState().IsKeyDown(Keys.Left)) //&& character2.Position.X > 0
            {
                character2.Move(new Vector2(-1, 0) * speed);
            }
            else if (Keyboard.GetState().IsKeyDown(Keys.Right)) //&& character2.Position.X <= GraphicsDevice.Viewport.Bounds.Width - character2.Image.Width
            {
                character2.Move(new Vector2(1, 0) * speed);
            }

            if (Keyboard.GetState().IsKeyDown(Keys.Up)) //&& character2.Position.Y > 0
            {
                character2.Move(new Vector2(0, -1) * speed);
            }
            else if (Keyboard.GetState().IsKeyDown(Keys.Down)) //&& character2.Position.Y <= GraphicsDevice.Viewport.Bounds.Height - character2.Image.Height
            {
                character2.Move(new Vector2(0, 1) * speed);
            }

            if (!GraphicsDevice.Viewport.Bounds.Contains(character1.BoundingRect))
            {
                character1.Move(previousPos - character1.Position);
            }
            if (!GraphicsDevice.Viewport.Bounds.Contains(character2.BoundingRect))
            {
                character2.Move(previousPosTwo - character2.Position);
            }


            if (character1.IsIntersecting(character2))
            {
                collisionMessage = "We are in collision";
            }
            else
            {
                collisionMessage = "We are not in collision";
            }

            base.Update(gameTime);
        }
Exemplo n.º 4
0
        /// <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 || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            // TODO: Add your update logic here
            float speed = 5.0f;

            //float scale = 0.01f;
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }
            Vector2 perviousPos  = CharacterSprite.Position;
            Vector2 PreviousLips = LipsSprite.Position;

            // TODO: Add your update logic here
            //***************************************************************************
            //WASD keyboard controls
            if (Keyboard.GetState().IsKeyDown(Keys.A))
            {
                CharacterSprite.Move(new Vector2(-1, 0) * speed);
            }
            if (Keyboard.GetState().IsKeyDown(Keys.D))
            {
                CharacterSprite.Move(new Vector2(1, 0) * speed);
            }
            if (Keyboard.GetState().IsKeyDown(Keys.W))
            {
                CharacterSprite.Move(new Vector2(0, -1) * speed);
            }
            if (Keyboard.GetState().IsKeyDown(Keys.S))
            {
                CharacterSprite.Move(new Vector2(0, 1) * speed);
            }
            //keeps within bounds of viewport
            if (!GraphicsDevice.Viewport.Bounds
                .Contains(CharacterSprite.BoundingRect))
            {
                CharacterSprite.Move(perviousPos - CharacterSprite.Position);
            }
            DotSprite.Position = CharacterPosition;
            DotSprite.text     = DotSprite.Position.ToString();
            //***************************************************************************

            if (Keyboard.GetState().IsKeyDown(Keys.Left))
            {
                LipsSprite.Move(new Vector2(-1, 0) * speed);
            }
            if (Keyboard.GetState().IsKeyDown(Keys.Right))
            {
                LipsSprite.Move(new Vector2(1, 0) * speed);
            }
            if (Keyboard.GetState().IsKeyDown(Keys.Up))
            {
                LipsSprite.Move(new Vector2(0, -1) * speed);
            }
            if (Keyboard.GetState().IsKeyDown(Keys.Down))
            {
                LipsSprite.Move(new Vector2(0, 1) * speed);
            }

            if (!GraphicsDevice.Viewport.Bounds.Contains(LipsSprite.BoundingRect))
            {
                LipsSprite.Move(PreviousLips - LipsSprite.Position);
            }

            MouseState ms = Mouse.GetState();

            if (originalViewPort.Bounds.Contains(ms.Position))
            {
                if (ms.LeftButton == ButtonState.Pressed)
                {
                    //mapViewport.X = ms.X;
                    //mapViewport.Y = ms.Y;
                    mapViewport.Bounds = new Rectangle(ms.X, ms.Y, (int)(mapViewport.Bounds.Width),
                                                       (int)(mapViewport.Bounds.Height));
                }
            }



            base.Update(gameTime);
        }
Exemplo n.º 5
0
        /// <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 || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            // TODO: Add your update logic here
            float speed = 5.0f;

            //float scale = 0.01f;
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }
            Vector2 perviousPos         = CharacterSprite.Position;
            Vector2 perviousLipPosition = LipsSprite.Position;

            // TODO: Add your update logic here
            // Main character Movement

            MouseState ms = Mouse.GetState();

            if (mapViewport.Bounds.Contains(ms.Position))
            {
                if (ms.LeftButton == ButtonState.Pressed && previousMousePosition != ms.Position)
                {
                    Point p = ms.Position - previousMousePosition;
                    mapViewport.X += p.X;
                    mapViewport.Y += p.Y;
                    //mapViewport.Bounds.Offset(p);
                }
            }
            if (Keyboard.GetState().IsKeyDown(Keys.A))
            {
                CharacterSprite.Move(new Vector2(-1, 0) * speed);
            }
            if (Keyboard.GetState().IsKeyDown(Keys.D))
            {
                CharacterSprite.Move(new Vector2(1, 0) * speed);
            }
            if (Keyboard.GetState().IsKeyDown(Keys.W))
            {
                CharacterSprite.Move(new Vector2(0, -1) * speed);
            }
            if (Keyboard.GetState().IsKeyDown(Keys.S))
            {
                CharacterSprite.Move(new Vector2(0, 1) * speed);
            }
            if (!GraphicsDevice.Viewport.Bounds
                .Contains(CharacterSprite.BoundingRect))
            {
                CharacterSprite.Move(perviousPos - CharacterSprite.Position);
            }

            if (Keyboard.GetState().IsKeyDown(Keys.Left))
            {
                LipsSprite.Move(new Vector2(-1, 0) * speed);
            }
            if (Keyboard.GetState().IsKeyDown(Keys.Right))
            {
                LipsSprite.Move(new Vector2(1, 0) * speed);
            }
            if (Keyboard.GetState().IsKeyDown(Keys.Up))
            {
                LipsSprite.Move(new Vector2(0, -1) * speed);
            }
            if (Keyboard.GetState().IsKeyDown(Keys.Down))
            {
                LipsSprite.Move(new Vector2(0, 1) * speed);
            }
            if (!GraphicsDevice.Viewport.Bounds
                .Contains(LipsSprite.BoundingRect))
            {
                LipsSprite.Move(perviousLipPosition - LipsSprite.Position);
            }

            previousMousePosition = ms.Position;
            LipsSprite.text       = LipsSprite.Position.ToString();
            base.Update(gameTime);
        }