public void UpdatePause(GameTime gameTime)
        {
            switch (device)
            {
                #region UpdatePause Desktop
            case CurrentDevice.Desktop:
                MouseState mouse = Mouse.GetState();
                game.IsMouseVisible = true;
                if (backToGameButton.isClicked == true)
                {
                    pause = false;
                    Game1.CurrentGameState     = Game1.GameState.Playing;
                    backToGameButton.isClicked = false;
                }
                else
                {
                    backToGameButton.Update(mouse);
                }
                if (exitButton.isClicked == true)
                {
                    game.Exit();
                }
                else
                {
                    exitButton.Update(mouse);
                }
                break;

                #endregion
                #region UpdatePause Phone
            case CurrentDevice.Phone:
                if (Keyboard.GetState().IsKeyDown(Keys.Escape))
                {
                    pause = false;
                    Game1.CurrentGameState = Game1.GameState.Playing;
                }
                else
                {
                    changeTransparency(gameTime);
                }
                if (Keyboard.GetState().IsKeyDown(Keys.Q))
                {
                    game.Exit();
                }
                break;
                #endregion
            }
        }
Beispiel #2
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        protected override void Update(GameTime gameTime)
        {
            if (Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                p1.savedata();                   // saves the player data
                this.Exit();                     //closes the game
            }
            MouseState mouse = Mouse.GetState(); //takes the current state of the mouse

            switch (CurrentGameState)
            {
            case GameState.MainMenu:     // checks which mode the code should run
                if (btnplay.isClicked == true)
                {
                    CurrentGameState = GameState.Playing; // changes the game mode
                }
                btnplay.Update(mouse);                    // updates the button press

                break;

            case GameState.Playing:                  //checks which game mode
                if (reset == false)                  //checks if ame has been reseted yet or not
                {
                    p1.setposx = int.Parse(data[1]); // sets player position to position when quitting
                    p1.setposy = int.Parse(data[2]); // sets player position to position when quitting
                    reset      = true;               // sets rest to true so that it doesnt bug
                }
                p1.Update(gameTime, mouse);          // updates the player
                enemyM.update(gameTime, p1, map);    //update enemies on map
                break;
            }
            if (Keyboard.GetState().IsKeyDown(Keys.F11))
            {
                graphics.ToggleFullScreen();
            }                                                                  // toggles fulscreen on press

            foreach (Blocks tile in map.AllBlocks)
            {
                p1.Collision(tile.BlockRekt, map.Height, map.Width); // checks block colision for every block
                camera.Update(p1.Pos, map.Width, map.Height);        // updates the camera
            }
            hp = p1.hpcheck();                                       // updates the text above player head of the player health

            GraphicsDevice.SamplerStates[0] = SamplerState.PointWrap;
            base.Update(gameTime); //updates the game
        }
Beispiel #3
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        /// <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)
        {
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            MouseState mouse = Mouse.GetState();

            switch (CurrentGameState)
            {
            case GameState.MainMenu:
                if (btnPlay.isClicked == true)
                {
                    CurrentGameState = GameState.Playing;
                }
                btnPlay.Update(mouse);
                break;

            case GameState.Playing:

                break;
            }

            Marcel_Basis.Update(gameTime);
            Marco_Basis.Update(gameTime);
            Marc_Basis.Update(gameTime);
            Paul_Basis.Update(gameTime);
            Eljakim_Basis.Update(gameTime);

            /* TODO: Add your update logic here
             *
             *
             *
             *
             */

            base.Update(gameTime);
        }
        public void UpdateMainMenu(GameTime gameTime)
        {
            switch (device)
            {
                #region UpdateMainMenu Desktop
            case CurrentDevice.Desktop:
                game.IsMouseVisible = true;
                mainMenu.Update(gameTime);
                MouseState mouse           = Mouse.GetState();
                var        touchPanelState = TouchPanel.GetState();
                if (touchPanelState.Count >= 1)
                {
                    Game1.CurrentGameState = Game1.GameState.Playing;
                }
                if (btnPlay.isClicked == true)
                {
                    Game1.CurrentGameState = Game1.GameState.Playing;
                }
                btnPlay.Update(mouse);
                break;

                #endregion
                #region UpdateMainMenu Phone
            case CurrentDevice.Phone:
                if (Keyboard.GetState().IsKeyDown(Keys.Enter))
                {
                    Game1.CurrentGameState = Game1.GameState.Playing;
                }
                else
                {
                    changeTransparency(gameTime);
                }
                break;
                #endregion
            }
        }