public void Update(List <InputType> inputs, float deltatime, List <ICollidable> levelActors) { currentCharacter.Update(inputs, deltatime, levelActors); }
public override void Update(GameTime gameTime, float deltaTime) { //Debug.WriteLine("update"); base.Update(gameTime, deltaTime); //la récupération des inputs se fait dans la méthode de la classe mère rythmTempoMatch = musicManager.CurrentSongDTO.RythmLine.Contains <int>(musicManager.ManagedTimer.CurrentBeat); inputRythmMatchTempo = false; showRythmPushed = false; showMusicPushed = false; if (playerInputs.Contains(InputType.SINGLE_LEFT_CLICK)) { if (playPauseZone.Contains(cursorPosition)) { playMusic = !playMusic; if (playMusic) { musicManager.Play(); } else { musicManager.Pause(); } } else if (stopBtnZone.Contains(cursorPosition)) { musicManager.Stop(); } } if (playerInputs.Contains(InputType.SINGLE_SPACE)) { inputMusicPushed = true; if (musicTempoMatch) { inputMusicMatchTempo = true; } } if (playerInputs.Contains(InputType.SINGLE_A) || playerInputs.Contains(InputType.SINGLE_E))//TODO deuxième partie à enlever { inputRythmPushed = true; showRythmPushed = true; if (rythmTempoMatch) { inputRythmMatchTempo = true; } if (playerInputs.Contains(InputType.SINGLE_A) && playerInputs.Contains(InputType.SINGLE_E)) { //défense } else if (playerInputs.Contains(InputType.SINGLE_A)) { //dash à gauche } else if (playerInputs.Contains(InputType.SINGLE_E)) { //dash à droite } } else if (playerInputs.Contains(InputType.A) || playerInputs.Contains(InputType.E)) { showRythmPushed = true; inputRythmPushed = false; } else { inputRythmPushed = false; showRythmPushed = false; } //Player.Instance.currentCharacter.mapRepresentation.Update(playerInputs, deltaTime); foreach (Beat b in musicManager.ManagedTimer.Beats) { b.Update(musicManager.ManagedTimer.CurrentBeat, musicManager.ManagedTimer.BPM, musicManager.ManagedTimer.IntervalsByBPM, mainGame.deltaTime, playMusic, (mainGame.graphics.PreferredBackBufferWidth / zoom - (int)posBarreTemps.X), tempsDAvance); } if (showMissed) { if (missedAnimated.FirstLoopDone == true) { showMissed = false; } else { missedAnimated.Update(deltaTime); } } if (showGreat) { if (greatAnimated.FirstLoopDone == true) { showGreat = false; } else { greatAnimated.Update(deltaTime); } } if (inputRythmPushed) { if (inputRythmMatchTempo) { showGreat = true; showMissed = false; } else { showGreat = false; showMissed = true; } greatAnimated.BackToFirstFrame(); missedAnimated.BackToFirstFrame(); } //Attention, le passage d'inputs au personnage du joueur doit se faire selon les résultats de l'algorithme précédent, pas avec une liste d'input classique List <ICollidable> levelActors = new List <ICollidable>(snowMap.tilesElements); player.Update(playerInputs, deltaTime, levelActors); //snowMap.Update(); }
public void Update() { currentCharacter.Update(); }