示例#1
0
 public Animation(AnimatedSprite sprite, Vector2 loc)
 {
     Sprite = sprite;
     Location = loc;
 }
示例#2
0
        public void Update(GameTime gameTime)
        {
            KeyboardState kState = Keyboard.GetState();
            float         dt     = (float)gameTime.ElapsedGameTime.TotalSeconds;

            if (healthTimer > 0)
            {
                healthTimer -= dt;
            }

            anim = animations[(int)direction];

            if (isMoving)
            {
                anim.Update(gameTime);
            }
            else
            {
                anim.setFrame(1);
            }

            isMoving = false;

            if (kState.IsKeyDown(Keys.Right))
            {
                direction = Dir.Right;
                isMoving  = true;
            }

            if (kState.IsKeyDown(Keys.Left))
            {
                direction = Dir.Left;
                isMoving  = true;
            }

            if (kState.IsKeyDown(Keys.Up))
            {
                direction = Dir.Up;
                isMoving  = true;
            }

            if (kState.IsKeyDown(Keys.Down))
            {
                direction = Dir.Down;
                isMoving  = true;
            }

            if (isMoving)
            {
                Vector2 tempPos = position;

                switch (direction)
                {
                case Dir.Right:
                    tempPos.X += speed + dt;
                    if (!Obstacle.didCollide(tempPos, radius))
                    {
                        position.X += speed * dt;
                    }
                    break;

                case Dir.Left:
                    tempPos.X -= speed + dt;
                    if (!Obstacle.didCollide(tempPos, radius))
                    {
                        position.X -= speed * dt;
                    }
                    break;

                case Dir.Up:
                    tempPos.Y -= speed + dt;
                    if (!Obstacle.didCollide(tempPos, radius))
                    {
                        position.Y -= speed * dt;
                    }
                    break;

                case Dir.Down:
                    tempPos.Y += speed + dt;
                    if (!Obstacle.didCollide(tempPos, radius))
                    {
                        position.Y += speed * dt;
                    }
                    break;

                default:
                    break;
                }
            }

            if (kState.IsKeyDown(Keys.Space) && kStateOld.IsKeyUp(Keys.Space))
            {
                Projectile.projectiles.Add(new Projectile(position, direction));
            }

            kStateOld = kState;
        }
示例#3
0
        public void Update(GameTime gameTime)
        {
            KeyboardState kState = Keyboard.GetState();
            float         dt     = (float)gameTime.ElapsedGameTime.TotalSeconds;

            if (healthTimer > 0)
            {
                healthTimer -= dt;
            }

            /// <summary>
            /// this one liner is a better version of switch statement below.
            /// Because "directions" is enum, so basically
            /// it resolves to [0, 1, 2, 3]
            /// </summary>
            animSprite = animations[(int)direction];
            //switch (direction)
            //{
            //    case Dir.Down:
            //        animSprite = animations[0];
            //        break;
            //    case Dir.Up:
            //        animSprite = animations[1];
            //        break;
            //    case Dir.Left:
            //        animSprite = animations[2];
            //        break;
            //    case Dir.Right:
            //        animSprite = animations[3];
            //        break;
            //    default:
            //        break;
            //}

            // for stopping character to always moving
            if (isMoving)
            {
                animSprite.Update(gameTime);
            }
            else
            {
                animSprite.SetFrame(1);
            }

            #region Changing direction
            // every frame will be false and only if keys are down, it will be true
            isMoving = false;
            if (kState.IsKeyDown(Keys.Right))
            {
                direction = Dir.Right;
                isMoving  = true;
            }
            if (kState.IsKeyDown(Keys.Left))
            {
                direction = Dir.Left;
                isMoving  = true;
            }
            if (kState.IsKeyDown(Keys.Up))
            {
                direction = Dir.Up;
                isMoving  = true;
            }
            if (kState.IsKeyDown(Keys.Down))
            {
                direction = Dir.Down;
                isMoving  = true;
            }
            #endregion

            if (isMoving)
            {
                // holding current player position at this particular moment
                Vector2 tempPos = position;

                switch (direction)
                {
                case Dir.Right:
                    tempPos.X += speed * dt;
                    if (!Obstacle.DidCollide(tempPos, radius))
                    {
                        position.X += speed * dt;
                    }
                    break;

                case Dir.Left:
                    tempPos.X -= speed * dt;
                    if (!Obstacle.DidCollide(tempPos, radius))
                    {
                        position.X -= speed * dt;
                    }
                    break;

                case Dir.Up:
                    tempPos.Y -= speed * dt;
                    if (!Obstacle.DidCollide(tempPos, radius))
                    {
                        position.Y -= speed * dt;
                    }
                    break;

                case Dir.Down:
                    tempPos.Y += speed * dt;
                    if (!Obstacle.DidCollide(tempPos, radius))
                    {
                        position.Y += speed * dt;
                    }
                    break;

                default:
                    break;
                }
            }

            // this makes projectile shoot once only when Space key is pressed down
            if (kState.IsKeyDown(Keys.Space) && kStateOld.IsKeyUp(Keys.Space))
            {
                Projectile.projectiles.Add(new Projectile(position, direction));
            }

            kStateOld = kState;
        }
示例#4
0
        public void Update()
        {
            //Set correct Sprite based on direction to Draw
            currentAnim = animations[(int)direction];
            if (isMoving)
            {
                currentAnim.Update();
            }
            else
            {
                currentAnim.setCurrentFrame(1);
            }

            KeyboardState kState = Keyboard.GetState();
            float         dt     = (float)GameServices.dt;

            //Set Correct Position and Direction
            isMoving = false;
            if (kState.IsKeyDown(Keys.Down))
            {
                direction = Dir.Down;
                isMoving  = true;
            }
            if (kState.IsKeyDown(Keys.Up))
            {
                direction = Dir.Up;
                isMoving  = true;
            }
            if (kState.IsKeyDown(Keys.Left))
            {
                direction = Dir.Left;
                isMoving  = true;
            }
            if (kState.IsKeyDown(Keys.Right))
            {
                direction = Dir.Right;
                isMoving  = true;
            }
            if (isMoving)
            {
                switch (direction)
                {
                case Dir.Down:
                    position.Y += speed * dt;
                    break;

                case Dir.Up:
                    position.Y -= speed * dt;
                    break;

                case Dir.Left:
                    position.X -= speed * dt;
                    break;

                case Dir.Right:
                    position.X += speed * dt;
                    break;

                default:
                    break;
                }
            }
        }