public void update(GameTime gameTime, Player player) { for (int i = 0; i < layerContents.Length; i++) { if (player.Destination.Center.X * m_ParallaxSpeed >= layerContents[i].Bounds.X && player.Destination.Center.X * m_ParallaxSpeed <= layerContents[i].Bounds.Right) { layerContents[i].isActive = true; } else { layerContents[i].isActive = false; } } if(layerContents[(int)LayerNames.A].isActive) { layerContents[(int)LayerNames.B].position.X = layerContents[(int)LayerNames.A].Bounds.Right; layerContents[(int)LayerNames.C].position.X = layerContents[(int)LayerNames.A].Bounds.Left - layerContents[(int)LayerNames.A].Bounds.Width; } if (layerContents[(int)LayerNames.B].isActive) { layerContents[(int)LayerNames.C].position.X = layerContents[(int)LayerNames.B].Bounds.Right; layerContents[(int)LayerNames.A].position.X = layerContents[(int)LayerNames.B].Bounds.Left - layerContents[(int)LayerNames.B].Bounds.Width; } if (layerContents[(int)LayerNames.C].isActive) { layerContents[(int)LayerNames.A].position.X = layerContents[(int)LayerNames.C].Bounds.Right; layerContents[(int)LayerNames.B].position.X = layerContents[(int)LayerNames.C].Bounds.Left - layerContents[(int)LayerNames.C].Bounds.Width; } }
public void update(GameTime gameTime, Player player) { foreach (Background background in m_Backgrounds) { background.update(gameTime, player); } }
/// <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); //stuff to change screen size / fullscreen graphics.PreferredBackBufferWidth = screenWidth; graphics.PreferredBackBufferHeight = screenHeight; //graphics.IsFullScreen = true; graphics.ApplyChanges(); Sounds.loadContent(Content); BackgroundMusic.loadContent(Content); IsMouseVisible = true; hud = new Hud(); hud.LoadContent(Content); screenManager = new ScreenManager(); screenManager.LoadContent(Content, graphics); gateManager = new GateManager(); m_EnemyManager = new EnemyManager(); pickupManager = new PickUpManager(); tiles = new Level(new Rectangle(0, 0, 32, 32), new Rectangle(0, 0, 32, 32)); tiles.loadContent(Content, "EnchantedForestTileSetUpdated", "Content/Level0.txt"); EnemyManager.loadContent(Content); PickUpManager.loadContent(Content); GateManager.loadContent(Content); player = new Player( new Vector2(200, 1000),new Rectangle(0, 0, 128, 64), new Rectangle(0, 0, 128,64 )); player.loadContent(Content); camera = new Camera(GraphicsDevice.Viewport); camera.Limits = new Rectangle(0, 0, Level.getWidthOfArray() * tiles.Destination.Width, Level.getHeightOfArray() * tiles.Destination.Height); background1 = new Background(camera); Background.loadContent(Content, Level.levelCount, 1); background1.setParallaxes(); backgroundManager = new BackgroundManager(); backgroundManager.addBackground(background1); boss = new Boss(); boss.loadContent(Content); // TODO: use this.Content to load your game content here }
public void update(GameTime gameTime, Player player) { for (int i = 0; i < m_Layers.Length; i++) { m_Layers[i].update(gameTime, player); } }