Functional networkevent validation, functional single player saving, requireditem ui texts, titlescreen & loading
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@@ -57,16 +57,16 @@ namespace Subsurface
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AmbientSoundManager.Update();
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if (Game1.GameSession!=null && Game1.GameSession.Level != null)
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{
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Vector2 targetMovement = Vector2.Zero;
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if (PlayerInput.KeyDown(Keys.I)) targetMovement.Y += 1.0f;
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if (PlayerInput.KeyDown(Keys.K)) targetMovement.Y -= 1.0f;
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if (PlayerInput.KeyDown(Keys.J)) targetMovement.X -= 1.0f;
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if (PlayerInput.KeyDown(Keys.L)) targetMovement.X += 1.0f;
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//if (Game1.GameSession!=null && Game1.GameSession.Level != null)
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//{
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// Vector2 targetMovement = Vector2.Zero;
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// if (PlayerInput.KeyDown(Keys.I)) targetMovement.Y += 1.0f;
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// if (PlayerInput.KeyDown(Keys.K)) targetMovement.Y -= 1.0f;
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// if (PlayerInput.KeyDown(Keys.J)) targetMovement.X -= 1.0f;
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// if (PlayerInput.KeyDown(Keys.L)) targetMovement.X += 1.0f;
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Game1.GameSession.Submarine.ApplyForce(targetMovement*100000.0f);
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}
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// Game1.GameSession.Submarine.ApplyForce(targetMovement*100000.0f);
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//}
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if (Game1.GameSession!=null) Game1.GameSession.Update((float)deltaTime);
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//EventManager.Update(gameTime);
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