Beispiel #1
0
        static void Tick(Player player, List <Enemy> enemies, List <Bullet> bullets, float timeDelta)
        {
            //najpierw ruch
            player.Tick(timeDelta);
            for (int i = 0; i < enemies.Count; i++)
            {
                enemies[i].Tick(timeDelta);
            }
            for (int i = 0; i < bullets.Count; i++)
            {
                bullets[i].Tick(timeDelta);
            }

            //potem polecenia wystrzalu
            if (player.PlayerShoot)
            {
                Bullet bullet = new Bullet(player.X, player.Y, EOwner.PLAYER, true);
                if (!bullet.deleteThis)
                {
                    bullets.Add(bullet);
                }
            }

            for (int i = 0; i < enemies.Count; i++)
            {
                if (enemies[i].EnemyShoot)
                {
                    Bullet bullet = new Bullet(enemies[i].X, enemies[i].Y, EOwner.ENEMY, false);
                    if (!bullet.deleteThis)
                    {
                        bullets.Add(bullet);
                    }
                }
            }

            //kolizje kul
            for (int i = 0; i < bullets.Count; i++)
            {
                for (int j = 0; j < enemies.Count; j++)
                {
                    if (enemies[j].CheckCollision(bullets[i]))
                    {
                        bullets[i].Kill(enemies[j]);
                    }
                }

                if (player.CheckCollision(bullets[i]))
                {
                    bullets[i].Kill(player);
                }
            }

            //sprzatamy smieci
            for (int i = 0; i < enemies.Count; i++)
            {
                if (enemies[i].IsDead())
                {
                    player.pointsScored += enemies[i].points;
                    enemies.Remove(enemies[i]);
                    i--;
                }
            }

            for (int i = 0; i < bullets.Count; i++)
            {
                if (bullets[i].deleteThis)
                {
                    bullets.Remove(bullets[i]);
                    i--;
                }
            }
        }
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();
            }
            if (!player.Disposing && playerBullet == default(Bullet) && Keyboard.GetState().IsKeyDown(Keys.Space))
            {
                playerBullet = new Bullet(player);
                bullets.Add(playerBullet);
            }

            if (enemyBullet == default(Bullet))
            {
                enemyBullet = enemyGrid.GetBullet();
                if (enemyBullet != null)
                {
                    bullets.Add(enemyBullet);
                }
            }

            enemyGrid.Update(gameTime);

            player.Update(gameTime);
            foreach (var bullet in bullets)
            {
                bullet.Update(gameTime);
            }
            base.Update(gameTime);

            foreach (var bullet in bullets)
            {
                player.CheckCollision(bullet, this);
                enemyGrid.CheckCollision(bullet, this);
                if (bullet.Disposing)
                {
                    removableBullets.Add(bullet);
                }
            }
            foreach (var bullet in removableBullets)
            {
                bullets.Remove(bullet);
            }
            removableBullets.Clear();

            if (playerBullet?.Disposing == true)
            {
                playerBullet = default;
            }

            if (enemyBullet?.Disposing == true)
            {
                enemyBullet = default;
            }

            elapsedTime += gameTime.ElapsedGameTime;
            if (elapsedTime > TimeSpan.FromSeconds(1))
            {
                elapsedTime -= TimeSpan.FromSeconds(1);
                frameRate    = frameCounter;
                frameCounter = 0;
            }
            if (player.Disposing)
            {
                Reset();
            }
        }