protected override void Update(GameTime gameTime) { TesteMapa.update(gameTime); Input.Update(); MIRA.update(); MouseState mState = Mouse.GetState(); Camera.Focus = MIRA; mousevector = new Vector2(mState.X, mState.Y); if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } if (Input.IsPressed(Keys.K)) { //CameraFocusAux++; //if (CameraFocusAux > CharactersHandler.Players.Count-1) CameraFocusAux = 0; //Camera.Focus = CharactersHandler.Players[CameraFocusAux]; CharactersHandler.ChangeActive(); } CharactersHandler.updatePlayers(gameTime); //Player1.Update(gameTime); //Player2.Update(gameTime); base.Update(gameTime); }
public void Draw(SpriteBatch spriteBatch, Characters ActiveChar) { spriteBatch.Draw(this.textura, new Vector2(ActiveChar.CharacterPosition().X + helperXCharPos + 10, ActiveChar.CharacterPosition().Y + 45), null, Color.White, this.rotation + (float)Math.PI / 2, new Vector2((float)45 + helperX, (float)40), 1f, flip, 0f); spriteBatch.DrawString(font, "Weapon Name: " + CharactersHandler.getActiveWeapon().getName(), new Vector2(500f, 500f), Color.White); spriteBatch.DrawString(font, "Weapon Type: " + CharactersHandler.getActiveWeapon().getWeaponType(), new Vector2(500f, 525f), Color.White); spriteBatch.DrawString(font, "test\nPress 1 - first weapon", new Vector2(200f, 550f), Color.White); spriteBatch.DrawString(font, "Press 2 - second weapon", new Vector2(200f, 600f), Color.White); spriteBatch.DrawString(font, "Press 3 - Third weapon", new Vector2(200f, 625f), Color.White); foreach (Bullet bullet in bulletsOnScreen) { if (bullet.ammoType == Bullet.AmmoType.cal32) { if (fireRateTime < ammunition.getFireRate(Bullet.AmmoType.cal32)) { //------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------pus este 260 a sorte e deu GG-------------------- spriteBatch.Draw(flashFiring[currentFrame], new Vector2(this.PositionRelativeToCharacter.X + 5 + helperXpos, this.PositionRelativeToCharacter.Y + 45), null, Color.White, rotation, new Vector2((float)0, (float)260), .15f, SpriteEffects.None, 0f); } spriteBatch.Draw(texturax, new Vector2(bullet.sourcePosition.X, bullet.sourcePosition.Y + 10), null, Color.White, rotation, new Vector2((float)5, (float)2.5), 1f, SpriteEffects.None, 0f); } else if (bullet.ammoType == Bullet.AmmoType.rocket) { spriteBatch.Draw(texturasRocket, new Vector2(bullet.sourcePosition.X, bullet.sourcePosition.Y + 7), null, Color.White, rotation, new Vector2((float)5, (float)3.5), 1f, SpriteEffects.None, 0f); } else if (bullet.ammoType == Bullet.AmmoType.nade) { } } if (Sexplosion) { spriteBatch.Draw(explosion[currentFrame1], new Vector2(Bullet.rec.X, Bullet.rec.Y), null, Color.White, 0f, new Vector2((float)5, (float)5), 0.05f, SpriteEffects.None, 0f); } Sexplosion = false; //spriteBatch.Draw(flatSquare, new Vector2(PositionRelativeToCharacter.X + helperXCharPos, PositionRelativeToCharacter.Y + helperYCharPos), Color.White); }
protected override void Update(GameTime gameTime) { Input.Update(); if (gameState == GameState.Menu) { MenusHandler.Update(gameTime, this); } else { roundTime -= (float)gameTime.ElapsedGameTime.TotalSeconds; TesteMapa.update(gameTime); MouseState mState = Mouse.GetState(); mousevector = new Vector2(mState.X, mState.Y); if (Keyboard.GetState().IsKeyDown(Keys.Escape)) { gameState = GameState.Paused; } if (Input.IsPressed(Keys.K) && Player1.isJumping() == false && Player2.isJumping() == false) { CharactersHandler.ChangeActive(); } if (roundTime <= 0) { CharactersHandler.ChangeActive(); roundTime = 20; } CharactersHandler.updatePlayers(gameTime); } base.Update(gameTime); }
protected override void LoadContent() { Camera.Scale = 0.7f; TesteMapa = new Map(); TesteMapa.Load(Content); TesteMapa.InitRectMap(); spriteBatch = new SpriteBatch(GraphicsDevice); MIRA = new Crosshair(); MIRA.Load(Content); CharactersHandler.InitList(Content); Player1 = CharactersHandler.getCharacter(0); Player1.SetCharacterInPlay(); Player2 = CharactersHandler.getCharacter(1); Player1.SetCharacterPosition(new Vector2(600, 350)); Player1.Load(Content); Collisions.characterCollisions.Add(Player1); Player2.SetCharacterPosition(new Vector2(700, 350)); Player2.Load(Content); Collisions.characterCollisions.Add(Player2); CharactersHandler.AddPlayer(Player1); CharactersHandler.AddPlayer(Player2); }