public ActorManager(GraphicsDeviceManager _graphics, GraphicsDevice _device, InputManager _input) { this.Graphics = _graphics; this.Device = _device; this.Input = _input; AIList = new List<AI>(); PieceList = new List<Piece>(); FriendlyCollidables = new List<Collidable>(); FriendlyProjectiles = new List<Collidable>(); EnemyCollidables = new List<Collidable>(); EnemyProjectiles = new List<Collidable>(); PlayerControlsList = new List<PlayerControls>(); Collisions = new CollisionManager(this); int gWidth = CollisionManager.GRID_WIDTH; int gHeight = CollisionManager.GRID_HEIGHT; BorderWidth = (gWidth + 2) / gWidth * Graphics.PreferredBackBufferWidth; BorderHeight = (gHeight + 2) / gHeight * Graphics.PreferredBackBufferHeight; Data = new ManagerData(Device); }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here input = new InputManager(); Manager = new ActorManager(graphics, GraphicsDevice, input); Manager.NewPlayer(new Vector2(screenWidth/2, screenHeight/2)); base.Initialize(); }
private void UpdateMovementInput(InputManager input) { float dY = 0; float dX = 0; if (input.isPressed(Up)) dY -= 1; if (input.isPressed(Down)) dY += 1; if (input.isPressed(Left)) dX -= 1; if (input.isPressed(Right)) dX += 1; if (dX == 0 && dY == 0) Player.Stop(); else Player.Go(); Player.SetHeading(Math.Atan2(dY, dX)); }
private void UpdateShootingInput(InputManager input) { if (input.isPressed(Shoot)) Player.Shoot(); else Player.HoldFire(); }
public void UpdatePlayer(InputManager input) { UpdateMovementInput(input); UpdateShootingInput(input); }