示例#1
0
        /// <summary>
        /// Main method for updating the game engine.
        /// </summary>
        /// <param name="elapsedTime">Elapsed time in milleseconds</param>
        internal void Update(float elapsedTime)
        {
            _itemSystem.UpdateItemSystem(elapsedTime, _playerSystem.Player);

            _playerSystem.Update(elapsedTime, _enemySystem.Enemies);

            _enemySystem.Update(_playerSystem.Player, elapsedTime);

            _questSystem.UpdateActiveQuest(_enemySystem.SpawnList, _npcSystem.NonPlayerCharacters, _playerSystem.Player.BackPack.BackpackItems, _level);

            #region Interaction objectlayer-player

            if (PlayerEnters(_playerSystem.Player))
            {
                _level.ForegroundVisible = false;
            }
            else
            {
                _level.ForegroundVisible = true;
            }

            //Collision handling -player
            if (PlayerAndTileCollide())
            {
                _playerSystem.Player.ThisUnit.Bounds.X = _playerSystem.Player.LastPosition.X;
                _playerSystem.Player.ThisUnit.Bounds.Y = _playerSystem.Player.LastPosition.Y;
                _playerSystem.Player.MoveToPosition    = new Vector2(_playerSystem.Player.ThisUnit.Bounds.Center.X, _playerSystem.Player.ThisUnit.Bounds.Center.Y);
                _playerSystem.Player.Direction         = new Vector2(_playerSystem.Player.ThisUnit.Bounds.Center.X, _playerSystem.Player.ThisUnit.Bounds.Center.Y);
            }
            else
            {
                if (!(_playerSystem.Player.ThisUnit.Bounds.X == _playerSystem.Player.LastPosition.X &&
                      _playerSystem.Player.ThisUnit.Bounds.Y == _playerSystem.Player.LastPosition.Y))
                {
                    _playerSystem.Player.CanMoveDown  = true;
                    _playerSystem.Player.CanMoveLeft  = true;
                    _playerSystem.Player.CanMoveRight = true;
                    _playerSystem.Player.CanMoveUp    = true;
                }

                _playerSystem.Player.LastPosition = _playerSystem.Player.ThisUnit.Bounds.Location;
            }

            #endregion
        }
示例#2
0
        internal void UpdateSimulation(float a_elapsedTime)
        {
            m_itemSystem.UpdateItemSystem(a_elapsedTime, m_playerSystem.m_player);

            m_playerSystem.Update(a_elapsedTime, m_enemySystem.m_enemies);

            m_enemySystem.Update(m_playerSystem.m_player, a_elapsedTime);

            //m_friendSystem.Update(m_playerSystem.m_player);

            m_questSystem.UpdateActiveQuest(m_enemySystem.m_spawnList, m_friendSystem.m_friends, m_playerSystem.m_player.BackPack.BackpackItems, m_level);

            if (PlayerEnters(m_playerSystem.m_player))
            {
                m_level.foregroundVisible = false;
            }
            else
            {
                m_level.foregroundVisible = true;
            }

            if (PlayerAndTileCollide())
            {
                m_playerSystem.m_player.ThisUnit.Bounds.X = m_playerSystem.m_player.LastPosition.X;
                m_playerSystem.m_player.ThisUnit.Bounds.Y = m_playerSystem.m_player.LastPosition.Y;
                m_playerSystem.m_player.MoveToPosition    = new Vector2(m_playerSystem.m_player.ThisUnit.Bounds.Center.X, m_playerSystem.m_player.ThisUnit.Bounds.Center.Y);
                m_playerSystem.m_player.Direction         = new Vector2(m_playerSystem.m_player.ThisUnit.Bounds.Center.X, m_playerSystem.m_player.ThisUnit.Bounds.Center.Y);
            }
            else
            {
                if (!(m_playerSystem.m_player.ThisUnit.Bounds.X == m_playerSystem.m_player.LastPosition.X &&
                      m_playerSystem.m_player.ThisUnit.Bounds.Y == m_playerSystem.m_player.LastPosition.Y))
                {
                    m_playerSystem.m_player.CanMoveDown  = true;
                    m_playerSystem.m_player.CanMoveLeft  = true;
                    m_playerSystem.m_player.CanMoveRight = true;
                    m_playerSystem.m_player.CanMoveUp    = true;
                }

                m_playerSystem.m_player.LastPosition = m_playerSystem.m_player.ThisUnit.Bounds.Location;
            }
        }