internal void Update()
        {
            InputState inputState = input.GetState();

            if (GameScreen.gameState == RPG.GameState.Event)
            {
                if (model.HasAction())
                {
                    updateDialogue(inputState, InputButton.A);
                    updateDialogue(inputState, InputButton.LEFT);
                    updateDialogue(inputState, InputButton.RIGHT);
                    updateDialogue(inputState, InputButton.DOWN);
                    updateDialogue(inputState, InputButton.UP);
                }
                else
                {
                    pressedMap[InputButton.A]     = false;
                    pressedMap[InputButton.LEFT]  = false;
                    pressedMap[InputButton.RIGHT] = false;
                    pressedMap[InputButton.DOWN]  = false;
                    pressedMap[InputButton.UP]    = false;
                }
            }

            lastState = inputState;
        }
示例#2
0
        /// <summary>
        /// Called every frame to drive the game logic
        /// </summary>
        /// <param name="sender"></param>
        /// <param name="e"></param>
        private void Tick()
        {
            // Push the last update to the screen

            if (!buffers[0].Equals(buffers[1]) || textRegionDirty)
            {
                textRegionDirty = false;
                Render();
            }

            // Update the controllers
            characterController.Update();
            levelController.Update();
            dialogueController.Update();


            // Do the rendering/sound stuff. TODO: Clean this up with views
            buffers[bufferIndex].Clear();

            buffers[bufferIndex].X = (levelModel.Avatar.X + levelModel.Avatar.Width / 2) - buffers[bufferIndex].Width / 2;
            buffers[bufferIndex].Y = (levelModel.Avatar.Y + levelModel.Avatar.Height / 2) - buffers[bufferIndex].Height / 2;

            foreach (WorldObject obj in levelModel.level.Objects)
            {
                if (!obj.isHidden)
                {
                    buffers[bufferIndex].Draw(obj);
                }
            }

            buffers[bufferIndex].Draw(levelModel.Avatar);
            mainRegion.SetMatrix(buffers[bufferIndex].Data);

            bufferIndex = (bufferIndex + 1) % 2;

            if (gameState == GameState.Event && gameDialogue.HasAction())
            {
                if (detailRegion.GetText() != gameDialogue.GetCurrent())
                {
                    detailRegion.SetText(gameDialogue.GetCurrent());
                    textRegionDirty = true;
                    Audio.AbortCurrentSound();
                    Audio.PlaySound(gameDialogue.GetCurrent());
                }

                if (!detailRegion.IsVisible())
                {
                    detailRegion.SetVisibility(true);
                    textRegionDirty = true;
                }
            }
            else
            {
                Audio.AbortCurrentSound();
                detailRegion.SetText(string.Empty);

                if (detailRegion.IsVisible())
                {
                    textRegionDirty = true;
                    detailRegion.SetVisibility(false);
                }
            }
        }