public void Update(MouseHandler mouse, GameTime gametime) { if (mouse.position.X > maxX) position.X += (float)(speed * gametime.ElapsedGameTime.TotalSeconds); else if (mouse.position.X < minX) position.X -= (float)(speed * gametime.ElapsedGameTime.TotalSeconds); if (mouse.position.Y > maxY) position.Y += (float)(speed * gametime.ElapsedGameTime.TotalSeconds); else if (mouse.position.Y < minY) position.Y -= (float)(speed * gametime.ElapsedGameTime.TotalSeconds); if (position.X + GraphicsDeviceManager.DefaultBackBufferWidth >= mapWidth) position.X = mapWidth - GraphicsDeviceManager.DefaultBackBufferWidth; else if (position.X < 0) position.X = 0; if (position.Y + GraphicsDeviceManager.DefaultBackBufferHeight >= mapHeight) position.Y = mapHeight - GraphicsDeviceManager.DefaultBackBufferHeight; else if (position.Y < 0) position.Y = 0; viewMatrix = Matrix.CreateTranslation(new Vector3(-position, 0)); }
/// <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. texture = Content.Load <Texture2D>("Cell"); spriteBatch = new SpriteBatch(GraphicsDevice); grid = Grille.Parse(Content.Load <Texture2D>("map1")); cam = new Camera(grid); mouse = new MouseHandler(); changed = new List <Cell>(); // TODO: use this.Content to load your game content here }
public void Update(MouseHandler mouse, GameTime gametime) { if (mouse.position.X > maxX) { position.X += (float)(speed * gametime.ElapsedGameTime.TotalSeconds); } else if (mouse.position.X < minX) { position.X -= (float)(speed * gametime.ElapsedGameTime.TotalSeconds); } if (mouse.position.Y > maxY) { position.Y += (float)(speed * gametime.ElapsedGameTime.TotalSeconds); } else if (mouse.position.Y < minY) { position.Y -= (float)(speed * gametime.ElapsedGameTime.TotalSeconds); } if (position.X + GraphicsDeviceManager.DefaultBackBufferWidth >= mapWidth) { position.X = mapWidth - GraphicsDeviceManager.DefaultBackBufferWidth; } else if (position.X < 0) { position.X = 0; } if (position.Y + GraphicsDeviceManager.DefaultBackBufferHeight >= mapHeight) { position.Y = mapHeight - GraphicsDeviceManager.DefaultBackBufferHeight; } else if (position.Y < 0) { position.Y = 0; } viewMatrix = Matrix.CreateTranslation(new Vector3(-position, 0)); }
/// <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. texture = Content.Load<Texture2D>("Cell"); spriteBatch = new SpriteBatch(GraphicsDevice); grid = Grille.Parse(Content.Load<Texture2D>("map1")); cam = new Camera(grid); mouse = new MouseHandler(); changed = new List<Cell>(); // TODO: use this.Content to load your game content here }