Exemplo n.º 1
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            networkManager.LoadContent();

            inputManager = new InputManager(this);
            Services.AddService(typeof(IInputService), inputManager);
            Components.Add(inputManager);

            player = new Tank(this);
            player.LoadContent();

            enemy = null;
        }
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)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            float deltaTime = (float)gameTime.ElapsedGameTime.TotalSeconds;

            if (networkManager.enemyCreated)
            {
                enemy = new Tank(this);
                enemy.position = new Vector2(100, 100);
                enemy.LoadContent();
                networkManager.enemyCreated = false;
            }

            if (enemy != null)
            {
                float px = networkManager.tankDataHolder.px;
                float py = networkManager.tankDataHolder.py;
                float angle = networkManager.tankDataHolder.rotationAngle;

                float newX = enemy.position.X + px;
                float newY = enemy.position.X + py;
                enemy.position = new Vector2(px,py);
                enemy.rotationAngle = angle;
            }

            player.Update(deltaTime);
            base.Update(gameTime);
        }