Beispiel #1
0
 //Game Logic Stuff
 public void Update(float deltaTime)
 {
     velZeroSystem.Update(deltaTime);
     timerSystem.Update(deltaTime);
     moveSystem.Update(deltaTime);
     bkgPosSystem.Update(deltaTime);
     pushSystem.Update(deltaTime);
     movPlatSystem.Update(deltaTime);
     scrEdgeSystem.Update(deltaTime);
     playerSystem.Update(deltaTime);
     visSystem.Update(deltaTime);
     grapSystem.Update(deltaTime);
     timedShooterSystem.Update(deltaTime);
     spSystem.Update(deltaTime);
     weapSystem.Update(deltaTime);
     colSystem.Update(deltaTime);
     gravSystem.Update(deltaTime);
     drawSystem.Update(deltaTime);
     healthSystem.Update(deltaTime);
     animSystem.Update(deltaTime);
     squishSystem.Update(deltaTime);
     slSystem.Update(deltaTime);
     switchSystem.Update(deltaTime);
     simpEnemySystem.Update(deltaTime);
     smushSystem.Update(deltaTime);
     signSystem.Update(deltaTime);
     debugSystem.Update(deltaTime);
     inputSystem.Update(deltaTime);
 }
Beispiel #2
0
    //ecs
    void UpdateLogic(float deltaTime)
    {
        //按时间间隔改变数据的系统需要放在创建entity的系统的前面,因为entity被创建出来的
        // 这一帧并没有“经过一段时间”,不需要改变数据
        //_pathFindingSystem.Update(deltaTime);

        _movementSystem.Update(deltaTime);
    }
Beispiel #3
0
 //Game Logic Stuff
 public void Update(float deltaTime)
 {
     moveSystem.Update(deltaTime);
     colSystem.Update(deltaTime);
     drawSystem.Update(deltaTime);
     inputManSystem.Update(deltaTime);
     inputSystem.Update(deltaTime);
     protEntSystem.Update(deltaTime);
 }
        public void UpdateMovesPlayerToNextFloorIfPlayerStandsAboveStairsDownAndShiftDotKeysAreDown(Keys shiftKey)
        {
            // Arrange
            const int StairsX = 3;
            const int StairsY = 3;

            var player = new Entity();

            player.Set(new MoveToKeyboardComponent(player));
            var system = new MovementSystem(player);

            var map = new ArrayMap <AbstractMapTile>(5, 5);

            for (var y = 0; y < map.Height; y++)
            {
                for (var x = 0; x < map.Width; x++)
                {
                    map[x, y] = new FloorTile();
                }
            }

            map[StairsX, StairsY] = new StairsDownTile();
            EventBus.Instance.Broadcast("Map changed", map);

            player.Position.X = StairsX;
            player.Position.Y = StairsY;

            SadConsole.Global.KeyboardState.KeysDown.Add(AsciiKey.Get(shiftKey));
            SadConsole.Global.KeyboardState.KeysDown.Add(AsciiKey.Get(Keys.OemPeriod));

            bool usedStairs = false;

            EventBus.Instance.Register <string>("Player used stairs", (floorNumber) => usedStairs = true);

            // Act
            system.Update(0);

            // Assert
            Assert.That(usedStairs, Is.True);
        }
        public void UpdateChangesPlayerPositionIfNewPositionIsWalkable(bool isDestinationWalkable)
        {
            // Arrange
            var player = new Entity();
            var system = new MovementSystem(player);

            player.Set(new MoveToKeyboardComponent(player));
            player.Position.X = 3;
            system.Add(player);
            player.Position.Y = 3;

            var playerMoved = false;

            var map = new ArrayMap <AbstractMapTile>(5, 5);

            for (var y = 0; y < map.Height; y++)
            {
                for (var x = 0; x < map.Width; x++)
                {
                    map[x, y] = new FloorTile();
                }
            }

            map[player.Position.X - 1, player.Position.Y].IsWalkable = isDestinationWalkable;
            SadConsole.Global.KeyboardState.KeysPressed.Add(AsciiKey.Get(Keys.Left));

            // Update the map in the movement system
            EventBus.Instance.Broadcast("Map changed", map);
            EventBus.Instance.Register <Player>("Player moved", (data) => playerMoved = true);

            var expectedX = isDestinationWalkable ? player.Position.X - 1 : player.Position.X;

            // Act
            system.Update(0);

            // Assert
            Assert.That(player.Position.X, Is.EqualTo(expectedX));       // Position changed
            Assert.That(playerMoved, Is.EqualTo(isDestinationWalkable)); // Event fired (or not)
        }
        /// <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 (InputHelper.GetInput(PlayerIndex.One).IsPressed(Keys.Escape, Buttons.Back))
            {
                this.Exit();
            }

            float elapsedTime = (float)gameTime.ElapsedGameTime.TotalSeconds;

            switch (GameState)
            {
            case GameState.SplashScreen:
                SplashSystem.Update(elapsedTime);
                break;

            case GameState.SignIn:
                // Requires at least one player to sign in
                if (Gamer.SignedInGamers.Count == 0)
                {
                    if (IsActive)
                    {
                        Guide.ShowSignIn(4, false);
                        InputHelper.DisableAll();
                    }
                }
                else
                {
                    GameState = GameState.SplashScreen;
                    SplashSystem.Load(SplashSystem.SplashType.GameStart);
                    InputHelper.EnableAll();
                    if (!ContinueNewGameScreen.isConnected)
                    {
                        ContinueNewGameScreen.LoadContent();
                        ContinueNewGameScreen.isConnected = true;
                        ContinueNewGameScreen.loadGameSaves();
                    }
                }
                break;

            case GameState.CharacterSelection:
                // TODO: Update character selection screen
                SpriteAnimationSystem.Update(elapsedTime);
                ContinueNewGameScreen.Update(gameTime);
                break;

            case GameState.NetworkSetup:
                NetworkSystem.Update(elapsedTime);
                break;

            case GameState.GameMenu:
                // TODO: Update game menu screen

                // Game Menu does not pause game!
                // Update game systems
                NetworkSystem.Update(elapsedTime);
                MovementSystem.Update(elapsedTime);
                break;

            case GameState.Gameplay:
                // Update game systems
#if DEBUG
                if (InputHelper.GetInput(PlayerIndex.One).IsPressed(Keys.OemTilde))
                {
                    GameState = DungeonCrawler.GameState.SplashScreen;
                    SplashSystem.Load(Systems.SplashSystem.SplashType.Credits);
                    return;
                }
#endif

                InputSystem.Update(elapsedTime);
                NetworkSystem.Update(elapsedTime);
                MovementSystem.Update(elapsedTime);
                WeaponSystem.Update(elapsedTime);
                SkillSystem.Update(elapsedTime);
                LevelManager.Update(elapsedTime);
                CollisionSystem.Update(elapsedTime);
                HUDSystem.Update(elapsedTime);
                QuestLogSystem.Update(elapsedTime);
                SpriteAnimationSystem.Update(elapsedTime);
                NpcAISystem.Update(elapsedTime);
                EnemyAISystem.Update(elapsedTime);
                TextSystem.Update(elapsedTime);
                EngineeringOffenseSystem.Update(elapsedTime);
                GarbagemanSystem.Update(elapsedTime);

                /*
                 * if (pI.Health <= 0)
                 * {
                 *  GameState = DungeonCrawler.GameState.SplashScreen;
                 *  SplashSystem.Load(Systems.SplashSystem.SplashType.GameOver);
                 *  return;
                 * }*/
                break;

            case GameState.Credits:
                // TODO: Update credits
                break;

            case GameState.RoomChange:
                NetworkSystem.Update(elapsedTime);
                RoomChangingSystem.Update(elapsedTime);
                break;
            }

            base.Update(gameTime);
        }
Beispiel #7
0
        /// <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();
            }

            if (GameState == DungeonCrawler.GameState.SignIn)
            {
                // Requires at least one player to sign in
                if (Gamer.SignedInGamers.Count == 0)
                {
                    if (IsActive)
                    {
                        Guide.ShowSignIn(4, false);
                    }
                }
                else
                {
                    GameState = GameState.NetworkSetup;
                }
            }

            float elapsedTime = (float)gameTime.ElapsedGameTime.TotalSeconds;

            switch (GameState)
            {
            case GameState.SplashScreen:
                // TODO: Update splash screens
                break;

            case GameState.SignIn:
                // Requires at least one player to sign in
                if (Gamer.SignedInGamers.Count == 0)
                {
                    if (IsActive)
                    {
                        Guide.ShowSignIn(4, false);
                    }
                }
                else
                {
                    GameState = GameState.NetworkSetup;
                }
                break;

            case GameState.CharacterSelection:
                // TODO: Update character selection screen
                break;

            case GameState.NetworkSetup:
                NetworkSystem.Update(elapsedTime);
                break;

            case GameState.GameMenu:
                // TODO: Update game menu screen

                // Game Menu does not pause game!
                // Update game systems
                NetworkSystem.Update(elapsedTime);
                MovementSystem.Update(elapsedTime);
                break;

            case GameState.Gameplay:
                // Update game systems
                InputSystem.Update(elapsedTime);
                NetworkSystem.Update(elapsedTime);
                MovementSystem.Update(elapsedTime);
                break;

            case GameState.Credits:
                // TODO: Update credits
                break;
            }


            base.Update(gameTime);
        }
        /// <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();
            }

            if (GameState == DungeonCrawler.GameState.SignIn)
            {
                // Requires at least one player to sign in
                if (Gamer.SignedInGamers.Count == 0)
                {
                    if (IsActive)
                    {
                        Guide.ShowSignIn(4, false);
                    }
                }
                else
                {
                    GameState = GameState.CharacterSelection;
                    if (!ContinueNewGameScreen.isConnected)
                    {
                        ContinueNewGameScreen.LoadContent();
                        ContinueNewGameScreen.isConnected = true;
                        ContinueNewGameScreen.loadGameSaves();
                    }
                }
            }

            float elapsedTime = (float)gameTime.ElapsedGameTime.TotalSeconds;

            switch (GameState)
            {
            case GameState.SplashScreen:
                // TODO: Update splash screens
                break;

            case GameState.SignIn:
                // Requires at least one player to sign in
                if (Gamer.SignedInGamers.Count == 0)
                {
                    if (IsActive)
                    {
                        Guide.ShowSignIn(4, false);
                    }
                }
                else
                {
                    GameState = GameState.CharacterSelection;
                    if (!ContinueNewGameScreen.isConnected)
                    {
                        ContinueNewGameScreen.LoadContent();
                        ContinueNewGameScreen.isConnected = true;
                        ContinueNewGameScreen.loadGameSaves();
                    }
                }
                break;

            case GameState.CharacterSelection:
                // TODO: Update character selection screen
                SpriteAnimationSystem.Update(elapsedTime);
                ContinueNewGameScreen.Update(gameTime);
                break;

            case GameState.NetworkSetup:
                NetworkSystem.Update(elapsedTime);
                break;

            case GameState.GameMenu:
                // TODO: Update game menu screen

                // Game Menu does not pause game!
                // Update game systems
                NetworkSystem.Update(elapsedTime);
                MovementSystem.Update(elapsedTime);
                break;

            case GameState.Gameplay:
                // Update game systems
                InputSystem.Update(elapsedTime);
                NetworkSystem.Update(elapsedTime);
                MovementSystem.Update(elapsedTime);
                WeaponSystem.Update(elapsedTime);
                SkillSystem.Update(elapsedTime);
                LevelManager.Update(elapsedTime);
                CollisionSystem.Update(elapsedTime);
                QuestLogSystem.Update(elapsedTime);
                SpriteAnimationSystem.Update(elapsedTime);
                NpcAISystem.Update(elapsedTime);
                EnemyAISystem.Update(elapsedTime);
                TextSystem.Update(elapsedTime);

                GarbagemanSystem.Update(elapsedTime);
                break;

            case GameState.Credits:
                // TODO: Update credits
                break;

            case GameState.RoomChange:
                NetworkSystem.Update(elapsedTime);
                RoomChangingSystem.Update(elapsedTime);
                break;
            }

            base.Update(gameTime);
        }