示例#1
0
        private bool IfValidPathThenUpdateLocation(WorldMap worldMap, float xpos, float ypos)
        {
            var Target = new Vector2(xpos, ypos);

            if (worldMap.IsValidPath(Location, Target))
            {
                this.Location = Target;
                return(true);
            }
            return(false);
        }
示例#2
0
        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            Creature player = worldMap.Player;

            if (worldMap.WinCondition || player.Health <= 0)
            {
                HandleKeyboard();
                return;
            }


            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            if (!player.Is("attacking") && player.Is("slowed"))
            {
                player.Speed = player.Get("slowed", 0);
            }
            Vector3 shift  = HandleKeyboard();
            float   aspect = GraphicsDevice.Viewport.AspectRatio;


            float targetX = engine.Camera.X + shift.X;
            float targetY = engine.Camera.Y + shift.Y;
            float xpixels = (targetX / aspect) * screenw / 2;
            float ypixels = (targetY) * screenh / 2;


            var worldMapTarget = new Vector2(worldMap.X + xpixels, worldMap.Y - ypixels);

            if (!worldMap.Loading)
            {
                if (worldMap.IsValidPath(worldMap.Viewport, worldMapTarget, (worldMap.MapWidth / 2) - 32, (worldMap.MapHeight / 2) - 32))
                {
                    engine.Camera = new Vector3(engine.Camera.X + shift.X, engine.Camera.Y + shift.Y, engine.Camera.Z + shift.Z);
                    engine.Target = new Vector3(engine.Target.X + shift.X, engine.Target.Y + shift.Y, -1);

                    worldMap.Viewport = worldMapTarget;

                    // keep player  at the center of the screen.
                    //worldMap.Player.Location = worldMap.ConvertLocationToPixelPosition(worldMap.Viewport);
                }
            }

            base.Update(gameTime);
            engine.Update(gameTime);
            base.Draw(gameTime);
            //Console.WriteLine("TenGame Update time: {0}", DateTime.Now.Ticks - ticks);
        }