/// <summary> /// Handles input, performs physics, and animates the player sprite. /// </summary> /// <remarks> /// We pass in all of the input states so that our game is only polling the hardware /// once per frame. We also pass the game's orientation because when using the accelerometer, /// we need to reverse our motion when the orientation is in the LandscapeRight orientation. /// </remarks> public void Update( GameTime gameTime, KeyboardState keyboardState, GamePadState gamePadState, AccelerometerState accelState, DisplayOrientation orientation) { GetInput(keyboardState, gamePadState, accelState, orientation); ApplyPhysics(gameTime); if (IsAlive && IsOnGround) { if (Math.Abs(Velocity.X) - 0.02f > 0) { sprite.PlayAnimation(runAnimation); } else { sprite.PlayAnimation(idleAnimation); } } // Clear input. movement = 0.0f; isJumping = false; }
/// <summary> /// Updates all objects in the world, performs collision between them, /// and handles the time limit with scoring. /// </summary> public void Update( GameTime gameTime, KeyboardState keyboardState, GamePadState gamePadState, TouchCollection touchState, AccelerometerState accelState, DisplayOrientation orientation) { // Pause while the player is dead or time is expired. if (!Player.IsAlive || TimeRemaining == TimeSpan.Zero) { // Still want to perform physics on the player. Player.ApplyPhysics(gameTime); } else if (ReachedExit) { // Animate the time being converted into points. int seconds = (int)Math.Round(gameTime.ElapsedGameTime.TotalSeconds * 100.0f); seconds = Math.Min(seconds, (int)Math.Ceiling(TimeRemaining.TotalSeconds)); timeRemaining -= TimeSpan.FromSeconds(seconds); score += seconds * PointsPerSecond; } else { timeRemaining -= gameTime.ElapsedGameTime; Player.Update(gameTime, keyboardState, gamePadState, touchState, accelState, orientation); UpdateGems(gameTime); // Falling off the bottom of the level kills the player. if (Player.BoundingRectangle.Top >= Height * Tile.Height) { OnPlayerKilled(null); } UpdateEnemies(gameTime); // The player has reached the exit if they are standing on the ground and // his bounding rectangle contains the center of the exit tile. They can only // exit when they have collected all of the gems. if (Player.IsAlive && Player.IsOnGround && Player.BoundingRectangle.Contains(exit)) { OnExitReached(); } } // Clamp the time remaining at zero. if (timeRemaining < TimeSpan.Zero) { timeRemaining = TimeSpan.Zero; } }
/// <summary> /// Gets player horizontal movement and jump commands from input. /// </summary> private void GetInput( KeyboardState keyboardState, GamePadState gamePadState, TouchCollection touchState, AccelerometerState accelState, DisplayOrientation orientation) { // Get analog horizontal movement. movement = gamePadState.ThumbSticks.Left.X * MoveStickScale; // Ignore small movements to prevent running in place. if (Math.Abs(movement) < 0.5f) { movement = 0.0f; } // Move the player with accelerometer if (Math.Abs(accelState.Acceleration.Y) > 0.10f) { // set our movement speed movement = MathHelper.Clamp(-accelState.Acceleration.Y * AccelerometerScale, -1f, 1f); // if we're in the LandscapeLeft orientation, we must reverse our movement if (orientation == DisplayOrientation.LandscapeRight) { movement = -movement; } } // If any digital horizontal movement input is found, override the analog movement. if (gamePadState.IsButtonDown(Buttons.DPadLeft) || keyboardState.IsKeyDown(Keys.Left) || keyboardState.IsKeyDown(Keys.A)) { movement = -1.0f; } else if (gamePadState.IsButtonDown(Buttons.DPadRight) || keyboardState.IsKeyDown(Keys.Right) || keyboardState.IsKeyDown(Keys.D)) { movement = 1.0f; } // Check if the player wants to jump. isJumping = gamePadState.IsButtonDown(JumpButton) || keyboardState.IsKeyDown(Keys.Space) || keyboardState.IsKeyDown(Keys.Up) || keyboardState.IsKeyDown(Keys.W) || touchState.AnyTouch(); }
private void HandleInput(GameTime gameTime) { // get all of our input states keyboardState = Keyboard.GetState(); touchState = TouchPanel.GetState(); gamePadState = virtualGamePad.GetState(touchState, GamePad.GetState(PlayerIndex.One)); accelerometerState = Accelerometer.GetState(); #if !NETFX_CORE && !JSIL // Exit the game when back is pressed. if (gamePadState.Buttons.Back == ButtonState.Pressed) { Exit(); } #endif bool continuePressed = keyboardState.IsKeyDown(Keys.Space) || gamePadState.IsButtonDown(Buttons.A) || touchState.AnyTouch(); // Perform the appropriate action to advance the game and // to get the player back to playing. if (!wasContinuePressed && continuePressed) { if (!level.Player.IsAlive) { level.StartNewLife(); } else if (level.TimeRemaining == TimeSpan.Zero) { if (level.ReachedExit) { LoadNextLevel(); } else { ReloadCurrentLevel(); } } } wasContinuePressed = continuePressed; virtualGamePad.Update(gameTime); }