public void UpdateMe(GameTime gt, Level level, InputManager input) { if (input.IsDown(Keys.Left)) MoveHere.X += -1; if (input.IsDown(Keys.Right)) MoveHere.X += 1; if (input.IsDown(Keys.Up)) MoveHere.Y += -1; if (input.IsDown(Keys.Down)) MoveHere.Y += 1; base.UpdateMe(gt, level); }
public void UpdateMe(GameTime gt,Player player,InputManager input) { if (input.WasPressedBack(Keys.Enter)) { if (player.VirtualPosition == m_WinPos) { Height++; if (Height % 10 == 0) RegenTown(); else RegenMaze(); player.VirtualPosition = m_StartPos; } else if (player.VirtualPosition == m_StartPos) { Height--; if (Height % 10 == 0) RegenTown(); else RegenMaze(); player.VirtualPosition = m_WinPos; } } if (input.IsDown(Keys.Space)) { Rectangle temprect; temprect = m_mazeGen.m_rooms[Game1.RNG.Next(0, m_mazeGen.m_rooms.Count)]; m_enemies.Add(new Enemy(new Point(temprect.X + Game1.RNG.Next(1, temprect.Width - 1), temprect.Y + Game1.RNG.Next(1, temprect.Height - 1)))); } for (int i = 0; i < m_enemies.Count; i++) m_enemies[i].UpdateMe(gt, this); }