Made Soldier Public and Made MouseInput Collision

This commit is contained in:
Niklas Ulf Anders Cullberg
2012-09-25 21:00:03 +02:00
committed by Simon Holmberg
parent 52bb50ce6e
commit 7e88d7c68a
11 changed files with 311 additions and 196 deletions
@@ -0,0 +1,65 @@
<<<<<<< HEAD
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Microsoft.Xna.Framework;
namespace DepthsBelow.Component
{
public class Collision : Component
{
public Rectangle Rectangle;
public int Width;
public int Height;
public Collision(Entity parent, int width, int height)
: base(parent)
{
this.Width = width;
this.Height = height;
this.Rectangle = new Rectangle(0, 0, width, height);
}
public void Update(GameTime gameTime)
{
PixelTransform pt = this.Parent.GetComponent<PixelTransform>();
this.Rectangle.X = (int)pt.X;
this.Rectangle.Y = (int)pt.Y;
}
}
}
=======
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Microsoft.Xna.Framework;
namespace DepthsBelow.Component
{
public class Collision : Component
{
public Rectangle Rectangle;
public int Width;
public int Height;
public Collision(Entity parent, int width, int height)
: base(parent)
{
this.Width = width;
this.Height = height;
this.Rectangle = new Rectangle(0, 0, width, height);
}
public void Update(GameTime gameTime)
{
PixelTransform pt = this.Parent.GetComponent<PixelTransform>();
this.Rectangle.X = (int)pt.X;
this.Rectangle.Y = (int)pt.Y;
}
}
}
>>>>>>> Made Soldier Public and Made MouseInput Collision
+1 -1
View File
@@ -21,7 +21,7 @@ namespace DepthsBelow
public Camera camera; public Camera camera;
MouseInput mouse; MouseInput mouse;
Soldier soldier; public Soldier soldier;
public Core() public Core()
{ {
+3 -3
View File
@@ -49,10 +49,10 @@ namespace DepthsBelow
if (ms.LeftButton == ButtonState.Released && selectionRectangle != Rectangle.Empty) if (ms.LeftButton == ButtonState.Released && selectionRectangle != Rectangle.Empty)
{ {
/*if (selectionRectangle.Intersects()) if (selectionRectangle.Intersects(core.soldier.collision.Rectangle))
{ {
core.soldier.selected = true;
}*/ }
selectionRectangle = Rectangle.Empty; selectionRectangle = Rectangle.Empty;
} }
+1 -1
View File
@@ -13,7 +13,7 @@ namespace DepthsBelow
public class Soldier : Entity public class Soldier : Entity
{ {
Core game; Core game;
bool selected = false; public bool selected = false;
static Texture2D Texture; static Texture2D Texture;
private KeyboardState lastKeyboardState; private KeyboardState lastKeyboardState;
+50
View File
@@ -0,0 +1,50 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
namespace DepthsBelow
{
public class Soldier : Entity
{
Core game;
public bool selected = false;
static Texture2D Texture;
private KeyboardState lastKeyboardState;
static public void LoadContent(Core game)
{
Texture = game.Content.Load<Texture2D>("images/soldier");
}
public Soldier(Core game)
{
if (Texture == null)
LoadContent(game);
Component.SpriteRenderer rc = new Component.SpriteRenderer(this);
rc.Texture = Texture;
rc.Color = Color.HotPink;
this.AddComponent(rc);
}
public void Update(GameTime gameTime)
{
/*KeyboardState ks = Keyboard.GetState();
if (ks.IsKeyDown(Keys.Right) && lastKeyboardState.IsKeyUp(Keys.Right))
gridTransform.Position.X += 1;
lastKeyboardState = ks;*/
if (pixelTransform.Position.X < gridTransform.X * 32)
{
pixelTransform.Position.X += 2;
}
}
}
}