Functional networkevent validation, functional single player saving, requireditem ui texts, titlescreen & loading

This commit is contained in:
Regalis
2015-07-19 02:44:42 +03:00
parent 237df18765
commit baa207985c
78 changed files with 1237 additions and 596 deletions
+9 -9
View File
@@ -57,16 +57,16 @@ namespace Subsurface
AmbientSoundManager.Update();
if (Game1.GameSession!=null && Game1.GameSession.Level != null)
{
Vector2 targetMovement = Vector2.Zero;
if (PlayerInput.KeyDown(Keys.I)) targetMovement.Y += 1.0f;
if (PlayerInput.KeyDown(Keys.K)) targetMovement.Y -= 1.0f;
if (PlayerInput.KeyDown(Keys.J)) targetMovement.X -= 1.0f;
if (PlayerInput.KeyDown(Keys.L)) targetMovement.X += 1.0f;
//if (Game1.GameSession!=null && Game1.GameSession.Level != null)
//{
// Vector2 targetMovement = Vector2.Zero;
// if (PlayerInput.KeyDown(Keys.I)) targetMovement.Y += 1.0f;
// if (PlayerInput.KeyDown(Keys.K)) targetMovement.Y -= 1.0f;
// if (PlayerInput.KeyDown(Keys.J)) targetMovement.X -= 1.0f;
// if (PlayerInput.KeyDown(Keys.L)) targetMovement.X += 1.0f;
Game1.GameSession.Submarine.ApplyForce(targetMovement*100000.0f);
}
// Game1.GameSession.Submarine.ApplyForce(targetMovement*100000.0f);
//}
if (Game1.GameSession!=null) Game1.GameSession.Update((float)deltaTime);
//EventManager.Update(gameTime);