Beispiel #1
0
        /// <summary>
        /// Updates the background screen. Unlike most screens, this should not
        /// transition off even if it has been covered by another screen: it is
        /// supposed to be covered, after all! This overload forces the
        /// coveredByOtherScreen parameter to false in order to stop the base
        /// Update method wanting to transition off.
        /// </summary>
        public override void Update(GameTime gameTime, bool otherScreenHasFocus,
                                    bool coveredByOtherScreen)
        {
            starField.Update(gameTime);
            asteroidManager.Update(gameTime);

            base.Update(gameTime, otherScreenHasFocus, false);
        }
Beispiel #2
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)
        {
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            // TODO: Add your update logic here
            kbState = Keyboard.GetState();

            switch (currState)
            {
            case GameStates.MainMenu:
                if (kbState.IsKeyDown(Keys.Space))
                {
                    currState = GameStates.GamePlaying;
                }
                break;

            case GameStates.GamePlaying:
                bm.Update(gameTime);
                am.Update(gameTime);
                ship.Update(gameTime, kbState);
                if (ship.Lives <= 0)
                {
                    currState = GameStates.GameOver;
                }
                break;

            case GameStates.GameOver:
                if (kbState.IsKeyDown(Keys.Space))
                {
                    currState = GameStates.MainMenu;
                    am.Reset();
                    ship.Reset();
                }
                break;
            }
            base.Update(gameTime);
        }
Beispiel #3
0
        /// <summary>
        /// Updates the state of the game.
        /// </summary>
        public override void Update(GameTime gameTime, bool otherScreenHasFocus,
                                    bool coveredByOtherScreen)
        {
            base.Update(gameTime, otherScreenHasFocus, false);

            // Gradually fade in or out depending on whether we are covered by the pause screen.
            if (coveredByOtherScreen)
            {
                pauseAlpha = Math.Min(pauseAlpha + 1f / 32, 1);
            }
            else
            {
                pauseAlpha = Math.Max(pauseAlpha - 1f / 32, 0);
            }

            if (IsActive)
            {
                starField.Update(gameTime);

                if (networkSession != null)
                {
                    // Process Incoming Packets
                    ReceiveNetworkData();

                    if (networkSession.IsHost)
                    {
                        LocalNetworkGamer gamer = networkSession.Host as LocalNetworkGamer;

                        if (updatesSinceGameDataSend >= updatesBetweenGameDataPackets)
                        {
                            updatesSinceGameDataSend = 0;

                            SendGameData();
                        }
                        else
                        {
                            updatesSinceGameDataSend++;
                        }
                    }

                    // Update players
                    foreach (NetworkGamer gamer in networkSession.AllGamers)
                    {
                        Player p = gamer.Tag as Player;

                        if (p != null)
                        {
                            p.Update(gameTime);

                            if (gamer.IsLocal && p.wasKilled)
                            {
                                // Reset the death flag
                                p.wasKilled = false;

                                SendLocalShipDeath();
                            }
                        }
                    }

                    // Send Player Data
                    if (updatesSincePlayerDataSend >= updatesBetweenPlayerDataPackets)
                    {
                        updatesSincePlayerDataSend = 0;

                        SendLocalPlayerData();
                    }
                    else
                    {
                        updatesSincePlayerDataSend++;
                    }

                    // Send Ship Data
                    if (updatesSinceStatusPacket >= updatesBetweenStatusPackets)
                    {
                        updatesSinceStatusPacket = 0;

                        SendLocalShipData();
                    }
                    else
                    {
                        updatesSinceStatusPacket++;
                    }
                }
                else
                {
                    players[(int)ControllingPlayer].Update(gameTime);
                }

                // Update Asteroids
                asteroidManager.Update(gameTime);

                // See if we need to increment the level
                if (asteroidManager.Asteroids.Count == 0)
                {
                    asteroidManager.StartLevel(level++);

                    // Enable Spawn Protection
                    if (networkSession == null)
                    {
                        players[0].EnableSpawnProtection();
                    }
                    else
                    {
                        foreach (NetworkGamer gamer in networkSession.AllGamers)
                        {
                            Player p = gamer.Tag as Player;

                            if (p != null)
                            {
                                p.EnableSpawnProtection();
                            }
                        }
                    }
                }

                // Handle collision detection
                if (networkSession == null)
                {
                    CheckCollisions();
                }
                else
                {
                    CheckMultiplayerCollisions();
                }
            }

            // Check for gameOver state
            if (networkSession != null)
            {
                bool shouldReturnToLobby = true;

                foreach (NetworkGamer gamer in networkSession.AllGamers)
                {
                    Player p = gamer.Tag as Player;

                    if (p.IsGameOver == false)
                    {
                        shouldReturnToLobby = false;
                    }
                }

                // If all players are in the gameOver state then return to the lobby
                if (networkSession.IsHost && shouldReturnToLobby)
                {
                    if (networkSession.SessionState == NetworkSessionState.Playing)
                    {
                        networkSession.EndGame();
                    }
                }
            }

            // If we are in a network game, check if we should return to the lobby.
            if ((networkSession != null) && !IsExiting)
            {
                if (networkSession.SessionState == NetworkSessionState.Lobby)
                {
                    LoadingScreen.Load(ScreenManager, false, null,
                                       new TitleBackgroundScreen(),
                                       new LobbyScreen(networkSession));
                }
            }
        }