public override void Update(GameTime gameTime, ObjectPlayer player, MapBase map) { if (health > 0) { Vector2 releventPlayerPosition = new Vector2(player.Position.X + Convert.ToInt32(map.Offset.X), player.Position.Y + Convert.ToInt32(map.Offset.Y)); this.Rotation = float.Parse(GameFunctions.GetAngle(this.Position, releventPlayerPosition).ToString()); int rot = Convert.ToInt32(MathHelper.ToDegrees(float.Parse(this.Rotation.ToString()))) - 90; double xs = Math.Cos((rot * Math.PI) / 180); double xy = Math.Sin((rot * Math.PI) / 180); Vector2 OldPos = this.Position; this.Position = new Vector2(this.Position.X - float.Parse(xs.ToString()), this.Position.Y - float.Parse(xy.ToString())); this.BoundingRectangle = new Rectangle(Convert.ToInt32(this.Position.X - ((Texture.Width * scale) / 2)), Convert.ToInt32(this.Position.Y - ((Texture.Height * scale) / 2)), Convert.ToInt32(Texture.Width * scale), Convert.ToInt32(Texture.Height * scale)); //Hit Test! float dis = Vector2.Distance(this.Position, releventPlayerPosition); Vector2 MV = (this.Position - releventPlayerPosition) * .05f;// / dis; if (dis < 40) { this.Position = OldPos; this.Position = this.Position + MV; //player.Position = player.Position - MV; player.Health -= 1; } } base.Update(gameTime); }
public override void LoadContent() { //Player: Content.AddTexture2D("Player\\debug", "Player"); player = (ObjectPlayer)Objects.AddObject(ObjectPool.ObjectTypes.Player, "Player", "Player"); player.Position = new Vector2((GraphicsDevice.Viewport.Width / 2) - Convert.ToInt32((player.Texture.Width * player.Scale) / 2), (GraphicsDevice.Viewport.Height / 2) - Convert.ToInt32((player.Texture.Height * player.Scale) / 2)); //Cursor: Content.AddTexture2D("Cursors\\Scope", "Cursor"); cursor = (ObjectCursor)Objects.AddObject(ObjectPool.ObjectTypes.Cursor, "Cursor", "Cursor"); cursor.Position = new Vector2(Mouse.GetState().X, Mouse.GetState().Y); Content.AddTexture2D("Misc\\Clear\\1x1white", "1x1white"); Content.AddTexture2D("Misc\\dialog", "debugdialog"); //Map: testmap.LoadContent(); //Weapons: weaponEngine.LoadContent(); weaponEngine.AddAvailableWeapon(new Glock()); weaponEngine.AddAvailableWeapon(new USP()); //Debugging: dbvar = new DebugVar("MainFont", Content); dbvar.Add(weaponEngine.CurrentWeapon.Name, "Current Weapon"); dbvar.Add(Content.Count, "Total Content"); dbvar.Add((Objects.Count + testmap.Objects.Count), "Total Objects"); dbvar.Add(Mouse.GetState().X, "Mouse X"); dbvar.Add(Mouse.GetState().Y, "Mouse Y"); dbvar.Add("", "Clip"); Achivement = new AchivementEngine(); Achivement.LoadContent(Objects, Content); base.LoadContent(); }
public override void Update(GameTime gameTime, ObjectPlayer player, MapBase map) { if (Math.Abs(Convert.ToInt32(Position.Y - map.Offset.Y - originalOffset.Y)) > Texture.Width) { Position = new Vector2(Position.X, Convert.ToInt32(map.Offset.Y) + originalOffset.Y); } if (Math.Abs(Convert.ToInt32(Position.X - map.Offset.X - originalOffset.X)) > Texture.Height) { Position = new Vector2(Convert.ToInt32(map.Offset.X) + originalOffset.X, Position.Y); } base.Update(gameTime); }
public override void Update(GameTime gameTime, MapBase map, ObjectPlayer player) { for (int i = 0; i < Objects.Keys.Count;i++) { string[] arrayShit = new string[Objects.Keys.Count]; Objects.Keys.CopyTo(arrayShit,0); string ObjectKey = arrayShit[i]; ObjectBase Object = (ObjectBase)Objects[ObjectKey]; switch (Object.Type) { case ObjectPooling.ObjectPool.ObjectTypes.Enemy: Object.Update(gameTime, player, map); break; case ObjectPooling.ObjectPool.ObjectTypes.EnemySpawner: Object.Update(gameTime, map, ObjectPool); break; } } base.Update(gameTime, map, player); }
public virtual void Update(GameTime gameTime, ObjectPlayer player, MapBase map) { }
public virtual void Update(GameTime gameTime, ObjectPlayer player) { }