using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
namespace WindowsGame3
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
Texture2D spelare1;
Texture2D spelare2;
Texture2D spelare3;
Vector2 spelare1Pos;
bool jumping;
float startY, jumpspeed = 0;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
graphics.PreferredBackBufferWidth = 320;
graphics.PreferredBackBufferHeight = 240;
}
/// <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
spelare1Pos = new Vector2(100, 100);
startY = spelare1Pos.Y;
jumping = false;
jumpspeed = 0;
base.Initialize();
IsMouseVisible = true;
}
/// <summary>
/// LoadContent will be called once per game and is the place to load
/// all of your content.
/// </summary>
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
spelare1 = Content.Load<Texture2D>(@"spelare1");
// TODO: use this.Content to load your game content here
}
/// <summary>
/// UnloadContent will be called once per game and is the place to unload
/// all content.
/// </summary>
protected override void UnloadContent()
{
// TODO: Unload any non ContentManager content here
}
/// <summary>
/// Allows the game to run logic such as updating the world,
/// checking for collisions, gathering input, and playing audio.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Update(GameTime gameTime)
{
// Allows the game to exit
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.Exit();
KeyboardState keyState1 = Keyboard.GetState();
if (keyState1.IsKeyDown(Keys.Right))
{
spelare1Pos.X += 1;
}
KeyboardState keyState2 = Keyboard.GetState();
if (keyState2.IsKeyDown(Keys.Left))
{
spelare1Pos.X -= 1;
}
if (jumping)
{
spelare1Pos.Y += jumpspeed;
jumpspeed += 1;
if (spelare1Pos.Y >= startY)
{
spelare1Pos.Y = startY;
jumping = false;
}
}
else
{
KeyboardState keyState3 = Keyboard.GetState();
if (keyState3.IsKeyDown(Keys.Space))
{
jumping = true;
jumpspeed = -14;
}
}
// TODO: Add your update logic here
base.Update(gameTime);
}
/// <summary>
/// This is called when the game should draw itself.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
spriteBatch.Begin();
spriteBatch.Draw((spelare1), (spelare1Pos), Color.White);
spriteBatch.End();
// TODO: Add your drawing code here
base.Draw(gameTime);
}
}
}
This is my code so far and all it pretty much does it make me able to jump and walk to side to side, now I want to have a cooldown on the jumping so I am not able to just jump as fast as I land.
Any suggestions on how I might do this?