public override void LoadContent() { base.LoadContent(); _content = new ContentManager(ScreenManager.Instance.Content.ServiceProvider, "Content"); XmlManager<Player> playerLoader = new XmlManager<Player>(); _player = playerLoader.Load("Content/Data/Gameplay/Player.xml"); _player.LoadContent(); _alterverse = new Alterverse(OnAlternativeChange); _alterverse.LoadContent(); _levelView = new LevelView(_alterverse.CurrentLevel); _levelView.LoadContent(); _alterIcons = new List<AlternativeIcon>(); AlternativeIcon altIcon = new AlternativeIcon(new Vector2(100, 50), "1"); altIcon.LoadContent(); altIcon.IsActive = true; _alterIcons.Add(altIcon); //XmlManager<Map> mapLoader = new XmlManager<Map>(); //_map = mapLoader.Load("Load/Gameplay/Maps/Map1.xml"); //_map.LoadContent(); _mouseState = Mouse.GetState(); _accessedTiles = new List<Tile>(); }
public void Update(GameTime gameTime, ref Player player) { //_time += gameTime.ElapsedGameTime.TotalSeconds; //if(_time >= 5) //{ // _time = 0; // int r = ScreenManager.Instance.Random.Next(1, 100); // if(r >= 1 && r <= _chanse) // { // if (_onDestroy != null) // _onDestroy(this); // } //} //Rectangle tileRect = new Rectangle((int)Position.X, (int)Position.Y, // _sourceRect.Width, _sourceRect.Height); ////Rectangle playerRect = new Rectangle((int)player.Image.Position.X, (int)player.Image.Position.Y, //// player.Image.CollisionRect.Width, player.Image.CollisionRect.Height); //Rectangle playerRect = player.Image.CollisionRect; //if (playerRect.Intersects(tileRect)) //{ // if(_state == "Solid") // { // if (player.Velocity.X < 0) // player.Image.Position.X = tileRect.Right; // else if (player.Velocity.X > 0) // player.Image.Position.X = tileRect.Left - player.Image.CollisionRect.Width; // if (player.Velocity.Y < 0) // player.Image.Position.Y = tileRect.Bottom; // else if (player.Velocity.Y > 0) // player.Image.Position.Y = tileRect.Top - player.Image.CollisionRect.Height; // player.Velocity = Vector2.Zero; // } // _chanse *= 20; // int r = ScreenManager.Instance.Random.Next(1, 100); // if (r >= 1 && r <= _chanse) // { // if (_onDestroy != null) // _onDestroy(this); // } //} }
public void Update(GameTime gameTime, ref Player player) { for (int i=0; i < _underlayTiles.Count; i++) _underlayTiles[i].Update(gameTime, ref player); for (int i = 0; i < _overlayTiles.Count; i++) _overlayTiles[i].Update(gameTime, ref player); }