Beispiel #1
0
        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        public void UpdateGame()
        {
            #region select which primitive to work on
            if (InputWrapper.Buttons.A == ButtonState.Pressed)
            {
                mWorkPrim = mBall;
            }
            else if (InputWrapper.Buttons.B == ButtonState.Pressed)
            {
                mWorkPrim = mUWBLogo;
            }
            #endregion select which primitive to work on

            #region update the work primitive
            float rotation = 0;
            if (InputWrapper.Buttons.X == ButtonState.Pressed)
            {
                rotation = MathHelper.ToRadians(1f);            //1 degree pre-press
            }
            if (InputWrapper.Buttons.Y == ButtonState.Pressed)
            {
                rotation = MathHelper.ToRadians(-1f);           //1 degree pre-press
            }
            mWorkPrim.Update(InputWrapper.ThumbSticks.Left, InputWrapper.ThumbSticks.Right, rotation);
            #endregion
        }
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)
        {
            // Allows the game to exit
            if (InputWrapper.Buttons.Back == ButtonState.Pressed)
            {
                this.Exit();
            }

            #region Control the UWB Logo position with left thumb stick
            mUWBLogo.Update(InputWrapper.ThumbSticks.Left, Vector2.Zero);
            #endregion

            #region Let the SoccerBall update itself, and let user control its size with the right thumb stick
            mBall.Update();
            mBall.Update(Vector2.Zero, InputWrapper.ThumbSticks.Right);

            if (InputWrapper.Buttons.A == ButtonState.Pressed)
            {
                mBall = new SoccerBall(mSoccerPosition, mSoccerBallRadius * 2f);
            }
            #endregion

            base.Update(gameTime);
        }
Beispiel #3
0
        /// <summary>
        /// Update game sate:
        ///     1. Tell all Gameobjects to update themselves
        ///     2. Cause (call) all intractable objects to interact
        /// </summary>
        /// <param name="gameTime"></param>
        public void UpdateGame(GameTime gameTime)
        {
            #region Step a.
            if (null != mFinal) // done!!
            {
                return;
            }
            #endregion

            #region Step b. go through all game object and tell each to update themselves
            // hero movement: right thumb stick
            mHero.Update(InputWrapper.ThumbSticks.Right);

            // Basketball ...
            for (int b = mBBallList.Count - 1; b >= 0; b--)
            {
                if (mBBallList[b].UpdateAndExplode())
                {
                    mBBallList.RemoveAt(b);
                    mBBallMissed++;
                    mScore += kBballMissedScore;
                }
            }
            #endregion

            #region Step c. Call GameObject interaction functions to cause interaction between game objects
            /// Notice we could have integrated the following loop into the above for-loop.
            /// In this implementation we separated out the following loop to highlight the
            /// fact that, Hero->Ball interaction is inter-gameObject interaction and
            /// this happened separately from individual updates of game objects.
            for (int b = mBBallList.Count - 1; b >= 0; b--)
            {
                if (mHero.PrimitivesTouches(mBBallList[b]))
                {
                    mBBallList.RemoveAt(b);
                    mBBallHit++;
                    mScore += kBballTouchScore;
                }
            }
            #endregion

            #region Step d. final checking of game winning
            // Check for new basketball condition
            TimeSpan timePassed = gameTime.TotalGameTime;
            timePassed = timePassed.Subtract(mCreationTimeStamp);
            if (timePassed.TotalMilliseconds > kBballMSecInterval)
            {
                mCreationTimeStamp = gameTime.TotalGameTime;
                BasketBall b = new BasketBall();
                mTotalBBallCreated++;
                mBBallList.Add(b);
            }
            #endregion

            #region Step e.
            // Check for winning condition ...
            if (mScore > kWinScore)
            {
                mFinal = new TexturedPrimitive("Winner", new Vector2(75, 50), new Vector2(30, 20));
            }
            else if (mScore < kLossScore)
            {
                mFinal = new TexturedPrimitive("Loser", new Vector2(75, 50), new Vector2(30, 20));
            }
            #endregion
        }