Beispiel #1
0
        //Game state update method
        //Current order: Gameover?, Input, updates, collision, scrolling
        protected override void Update(GameTime gameTime)
        {
            //Pause-unpause

            /*if (gamestate == PGameState.Game && PCgamepad.GetState(PlayerIndex.One).Buttons.Start == ButtonState.Pressed)
             * {
             *  startPressed = true;
             * }
             * else if (startPressed)
             * {
             *  startPressed = false;
             *  if (!paused)
             *  {
             *      paused = true;
             *  }
             *  else
             *  {
             *      paused = false;
             *  }
             * }*/

            if (gamestate == PGameState.Game && !paused)
            {
                levelTimeElapsed += gameTime.ElapsedGameTime.TotalSeconds;

                //Handle player death
                if (player.Plife <= 0)
                {
                    paused       = true;
                    player.Plife = 100;
                    processDeath();
                    paused = false;
                }

                //Checks controler/key input and respond as needed
                if (gamepadConnected)
                {
                    processGamepadInput();
                }
                else
                {
                    processInput();
                }

                //Update enemy roster
                //Currently enemies are not dynamically spawned, only removes dead enemies
                foreach (EnemySprite item in enemylist)
                {
                    if (item.Life <= 0 || !(item.isAlive()))
                    {
                        if (item.explodes)
                        {
                            Explosion anExp = new Explosion();
                            anExp.position.X = item.bbox.Center.X - 50;
                            anExp.position.Y = item.bbox.Center.Y - 50;
                            enemylist.Add(anExp);
                        }
                        if (item.islevelboss)
                        {
                            EnemySprite lgoal = currentLevel.getDelayedLevelGoal(this.Content, item.position);
                            enemylist.Add(lgoal);
                        }
                        enemylist.Remove(item);
                        break;
                    }
                }
                ArrayList newAttacks = null;
                foreach (EnemySprite item in enemylist)
                {
                    newAttacks = item.getAttacks(player.position);
                    if (newAttacks != null)
                    {
                        foreach (EnemySprite attack in newAttacks)
                        {
                            enemylist.Add(attack);
                        }
                        break;
                    }
                }

                //Update attacks
                foreach (Attack item in pAttacks)
                {
                    item.Update(gameTime, player);
                }

                //Update player sprite
                player.Update(gameTime, pAttacks);

                //Update enemies
                foreach (EnemySprite item in enemylist)
                {
                    item.Update(gameTime, player.position);
                }

                //Update ground
                foreach (GroundSprite item in groundlist)
                {
                    item.Update(gameTime);
                }

                //Checks for collisions and respond as needed
                processCollision();

                //Scroll level
                processScrolling();

                //Debug - position
                //Console.WriteLine("(" + levelloc.X + "," + levelloc.Y + ")");

                base.Update(gameTime);
            }
            else if (gamestate == PGameState.Title)
            {
                if (gamepadConnected)
                {
                    processGamepadInput();
                }
                else
                {
                    processInput();
                }
            }
            else if (gamestate == PGameState.IntroScrn)
            {
                if (gamepadConnected)
                {
                    processGamepadInput();
                }
                else
                {
                    processInput();
                }
            }
        }
Beispiel #2
0
 public void addEnemy(EnemySprite esprite)
 {
     enemies.Add(esprite);
 }