/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { playerOne = new Player(); input = new InputClass(); base.Initialize(); }
public void Update(InputClass input) { if (input.currentKeyboardState.IsKeyDown(Keys.Space) && input.prevKeyboardState.IsKeyUp(Keys.Space) && state != PlayerState.JUMPING && state != PlayerState.FALLING) { state = PlayerState.JUMPING; yVel = -jumpHeight; } if (input.currentKeyboardState.IsKeyUp(Keys.Space) && state == PlayerState.JUMPING) { state = PlayerState.FALLING; yVel = 0; } if (yVel >= 0 && state == PlayerState.JUMPING) { state = PlayerState.FALLING; } if (input.currentKeyboardState.IsKeyDown(Keys.Right)) { xVel += acceleration; if (xVel > maxMoveSpeed) { xVel = maxMoveSpeed; } if (yVel == 0 && state != PlayerState.FALLING) { state = PlayerState.MOVING; } } else if (xVel > 0) { xVel -= acceleration; if (xVel < 0) { xVel = 0; } } if (input.currentKeyboardState.IsKeyDown(Keys.Left)) { xVel -= acceleration; if (xVel < -maxMoveSpeed) { xVel = -maxMoveSpeed; } if (yVel == 0 && state != PlayerState.FALLING) { state = PlayerState.MOVING; } } else if (xVel < 0) { xVel += acceleration; if (xVel > 0) { xVel = 0; } } if (state != PlayerState.IDLE) { yVel += gravity; if (yVel > maxFallSpeed) { yVel = maxFallSpeed; } } if (input.currentKeyboardState.IsKeyDown(Keys.LeftShift)) { maxMoveSpeed = 15; } else { maxMoveSpeed = 6; } if (yVel > 0) { state = PlayerState.FALLING; } x += xVel; y += yVel; checkCollision(); }
public void Update(InputClass input) { if (input.currentKeyboardState.IsKeyDown(Keys.Space) && input.prevKeyboardState.IsKeyUp(Keys.Space) && state != PlayerState.JUMPING && state != PlayerState.FALLING) { state = PlayerState.JUMPING; yVel = -jumpHeight; } if (input.currentKeyboardState.IsKeyUp(Keys.Space) && state == PlayerState.JUMPING) { state = PlayerState.FALLING; yVel = 0; } if (yVel >= 0 && state == PlayerState.JUMPING) { state = PlayerState.FALLING; } if (input.currentKeyboardState.IsKeyDown(Keys.Right)) { xVel += acceleration; if(xVel > maxMoveSpeed) xVel = maxMoveSpeed; if (yVel == 0 && state != PlayerState.FALLING) state = PlayerState.MOVING; } else if (xVel > 0) { xVel -= acceleration; if (xVel < 0) xVel = 0; } if (input.currentKeyboardState.IsKeyDown(Keys.Left)) { xVel -= acceleration; if (xVel < -maxMoveSpeed) xVel = -maxMoveSpeed; if (yVel == 0 && state != PlayerState.FALLING) state = PlayerState.MOVING; } else if (xVel < 0) { xVel += acceleration; if (xVel > 0) xVel = 0; } if (state != PlayerState.IDLE) { yVel += gravity; if (yVel > maxFallSpeed) { yVel = maxFallSpeed; } } if (input.currentKeyboardState.IsKeyDown(Keys.LeftShift)) { maxMoveSpeed = 15; } else { maxMoveSpeed = 6; } if (yVel > 0) { state = PlayerState.FALLING; } x += xVel; y += yVel; checkCollision(); }