protected override void LoadContent() { this.villian = Content.Load <Texture2D>("TextureAtlases/BadGuy"); this.warrior = Content.Load <Texture2D>("TextureAtlases/GoodGuy"); this.background = Content.Load <Texture2D>("TextureAtlases/amarati"); this.warriorObj = new Warrior("Warrior", warrior, 20, 20); vallians[0] = new Vallian("First", villian, 50, 50); vallians[1] = new Vallian("Second", villian, 150, 50); vallians[2] = new Vallian("Thirt", villian, 250, 50); warriorAnimation = new AnimatedSprite(warriorObj, (int)TextureAtlasConstants.SpellcastRow, (int)TextureAtlasConstants.SpellcastEndCol); vallianAnimation = new AnimatedSprite(vallians[0], (int)TextureAtlasConstants.SpellcastRow, (int)TextureAtlasConstants.SpellcastEndCol); // here is only one test vallian animation this.spriteBatch = new SpriteBatch(GraphicsDevice); }
// Allows the game to run logic such as updating the world, checking for collisions, gathering input, and playing audio. // <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(); } initVectorWarrior = KeyboardInput.HandleKey(initVectorWarrior); //event handler timeSinceLastChange += (float)gameTime.ElapsedGameTime.TotalSeconds; //second if (timeSinceLastChange > 1f) { initVectorVallian = Vallian.NewPos(initVectorVallian); timeSinceLastChange = 0f; } else { initVectorVallian = Vallian.Move(initVectorVallian); } warriorAnimation.Update(); base.Update(gameTime); }