Beispiel #1
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();
            }
            float elapsedTime = (float)gameTime.ElapsedGameTime.TotalSeconds;

            if (gameOver == false)
            {
                totalTime += elapsedTime;
                aliveTime += elapsedTime;
                if (totalTime > totalLaunchpad * 5)
                {
                    Launchpad temp = new Launchpad(texture_blank, circle_center, circle_radius, 10, prepareShow, rand.Next());
                    temp.showHandler += prepareShow;
                    ObjectCollect.Add(temp);
                    totalLaunchpad++;
                }
                for (int ii = 0; ii < ObjectCollect.Count; ii++)
                {
                    ObjectCollect[ii].Update(elapsedTime);
                }
                if (player.OnCheck() == true)
                {
                    gameOver = true;
                }
            }

            KeyboardState keyboard = Keyboard.GetState();

            if (keyboard.IsKeyDown(Keys.A) || keyboard.IsKeyDown(Keys.Left))
            {
                player.MoveLeft();
            }
            else if (keyboard.IsKeyDown(Keys.D) || keyboard.IsKeyDown(Keys.Right))
            {
                player.MoveRight();
            }
            if (keyboard.IsKeyDown(Keys.W) || keyboard.IsKeyDown(Keys.Up))
            {
                player.MoveUP();
            }
            else if (keyboard.IsKeyDown(Keys.S) || keyboard.IsKeyDown(Keys.Down))
            {
                player.MoveDown();
            }

            if (keyboard.IsKeyDown(Keys.R) && gameOver)
            {
                gameOver = false;
                StartGame();
            }

            // TODO: Add your update logic here

            base.Update(gameTime);
        }
Beispiel #2
0
        public void StartGame()
        {
            player.X = window_width / 2;
            player.Y = window_height / 2;
            int count = ObjectCollect.Count;

            for (int ii = 0; ii < count; ii++)
            {
                bool clear = false;
                foreach (var item in ObjectCollect)
                {
                    Bullet temp = item as Bullet;
                    if (temp != null)
                    {
                        ObjectCollect.Remove(item);
                        clear = false;
                        break;
                    }
                    clear = true;
                }
                if (clear == true)
                {
                    break;
                }
            }
            count = ObjectCollect.Count;
            for (int ii = 0; ii < count; ii++)
            {
                foreach (var item in ObjectCollect)
                {
                    Launchpad temp = item as Launchpad;
                    if (temp != null)
                    {
                        ObjectCollect.Remove(item);
                        totalLaunchpad--;
                        break;
                    }
                }
                if (totalLaunchpad == 1)
                {
                    break;
                }
            }
            totalTime = 0;
            aliveTime = 0;
        }
Beispiel #3
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            texture_blank = Content.Load <Texture2D>("blank");
            stateFont     = Content.Load <SpriteFont>("GameState");

            ObjectCollect = new MyObjList();

            player              = new Player(texture_blank, window_width / 2, window_height / 2, 10, 10, Color.Yellow, 5);
            player.showHandler += prepareShow;
            ObjectCollect.Add(player);


            Launchpad temp = new Launchpad(texture_blank, circle_center, circle_radius, 10, prepareShow, rand.Next());

            temp.showHandler += prepareShow;
            ObjectCollect.Add(temp);
            totalLaunchpad++;
            // TODO: use this.Content to load your game content here
        }