/// <summary> /// Get the camera from the GameplayScreen /// </summary> public void GetCamera(Camera2D cameraBeingUsed) { _cam = cameraBeingUsed; }
/// <summary> /// Multiplayer Constructor /// </summary> /// <param name="players">Dictionary of players</param> /// <param name="client">NetClient of the player</param> public GameplayScreen(Dictionary<long, string> players, NetClient client) { TransitionOnTime = TimeSpan.FromSeconds(1.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); SetDifficulty(); Global.GameInProgress.Exiting += GameInProgress_Exiting; _currentGameMode = GameMode.Multiplayer; _client = client; _playerNames = players; InitializeMultiplayerPlayers(_playerNames.Count); _cam = new Camera2D(new Viewport(0, 0, Global.DeviceInUse.GraphicsDevice.PresentationParameters.BackBufferWidth, Global.DeviceInUse.GraphicsDevice.PresentationParameters.BackBufferHeight), _multiPlayerOne); _multiPlayerOne.GetCamera(_cam); _lZombies = new List<Zombie>(); AddZombies(_zombieModifier * _difficultyModifier); }
public void Update(GameTime gameTime, Camera2D camera) { _cam = camera; _gT = gameTime; var currentKeyboardState = Keyboard.GetState(); var currentGamepadState = GamePad.GetState(PlayerIndex.One, GamePadDeadZone.Circular); var currentMouseState = Mouse.GetState(); StayInScreen(); UpdateMovement(currentKeyboardState, currentGamepadState); UpdateBullet(gameTime, currentMouseState, currentGamepadState); //UpdateSword(gameTime, currentMouseState, currentGamepadState); _previousMouseState = currentMouseState; _previousGamePadState = currentGamepadState; _previouseKeyboardState = currentKeyboardState; CheckTimers(gameTime); Update(gameTime, _speed, _direction); }
/// <summary> /// Singleplayer Constructor /// </summary> public GameplayScreen() { TransitionOnTime = TimeSpan.FromSeconds(1.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); _currentGameMode = GameMode.Singleplayer; SetDifficulty(); _singlePlayerPlayer = new Player(); _cam = new Camera2D(new Viewport(0, 0, Global.DeviceInUse.GraphicsDevice.PresentationParameters.BackBufferWidth, Global.DeviceInUse.GraphicsDevice.PresentationParameters.BackBufferHeight), _singlePlayerPlayer); _singlePlayerPlayer.GetCamera(_cam); _lZombies = new List<Zombie>(); AddZombies(_zombieModifier * _difficultyModifier); }