Beispiel #1
0
        public void Update(GameTime gameTime, Player player)
        {
            //spikes killing player if they interact
            foreach (var spike in m_Spikes)
            {
                if (player.BoundingBox.Intersects(spike.BoundingBox))
                {
                    player.position = spawnLocation;
                }
            }

            //loading next room
            if (player.BoundingBox.Intersects(m_Button.BoundingBox))
            {
                if (LoadNextRoom != null)
                {
                    LoadNextRoom(new Testing_room5(m_content, m_windowwidth, m_windowheight, player));
                }
            }

            //Player picking up the newspaper
            if (player.BoundingBox.Intersects(m_Newspaper.BoundingBox))
            {
                m_Newspaper.PickUpPaper(3);
            }

            //updates the newspaper and speech
            m_Newspaper.Update(gameTime);
            m_Speech.Update(gameTime);
        }
        public void Update(GameTime gameTime, Player player)
        {
            //updates arrows
            foreach (var arrow in m_Arrows)
            {
                //move the arrows
                arrow.Move(gameTime);

                //killing player when they interact
                if (player.BoundingBox.Intersects(arrow.BoundingBox))
                {
                    player.position = player.GenericSPWN;
                }
            }

            //loading next room
            if (player.BoundingBox.Intersects(m_Button.BoundingBox))
            {
                if (LoadNextRoom != null)
                {
                    LoadNextRoom(new Testing_room6(m_content, m_windowwidth, m_windowheight, player));
                }
            }

            //Player picking up the newspaper
            if (player.BoundingBox.Intersects(m_Newspaper.BoundingBox))
            {
                m_Newspaper.PickUpPaper(4);
            }

            //updates the newspaper and speech
            m_Newspaper.Update(gameTime);
            m_Speech.Update(gameTime);
        }
        public void Update(GameTime gameTime, Player player)
        {
            //spawing the explosions
            elapsedSpawnDelayMilliseconds += gameTime.ElapsedGameTime.Milliseconds;
            if (elapsedSpawnDelayMilliseconds >= TOTAL_SPAWN_DELAY_MILLISECONDS)
            {
                // If we do not reset the timer more than one explosion
                // will spawn at once
                elapsedSpawnDelayMilliseconds = 0;

                // add another explosion to the list now
                m_Explosions.Add(GetRandomExplosion());

                // updates the explosions
                foreach (var explosion in m_Explosions)
                {
                    //updates the explosion
                    explosion.Update(gameTime);

                    //gives the explosions a textures
                    explosion.Texture = m_sprite;

                    //killing player if they intersect
                    if (player.BoundingBox.Intersects(explosion.BoundingBox))
                    {
                        player.position = player.GenericSPWN;
                    }
                }
            }

            //loading next room
            if (player.BoundingBox.Intersects(m_Button.BoundingBox))
            {
                if (LoadNextRoom != null)
                {
                    LoadNextRoom(new Testing_room8(m_content, m_windowwidth, m_windowheight, player));
                }
            }

            //Player picking up the newspaper
            if (player.BoundingBox.Intersects(m_Newspaper.BoundingBox))
            {
                m_Newspaper.PickUpPaper(5);
            }

            //updates the newspaper and speech
            m_Newspaper.Update(gameTime);
            m_Speech.Update(gameTime);

            for (int i = m_Explosions.Count() - 1; i >= 0; i--)
            {
                if (m_Explosions[i].Active != true)
                {
                    m_Explosions.RemoveAt(i);
                }
            }
        }
Beispiel #4
0
        public void Update(GameTime gameTime, Player player)
        {
            //LOADING NEXT ROOM
            if (m_Bullet.BoundingBox.Intersects(m_Button.BoundingBox))
            {
                if (m_loadNextRoom != null)
                {
                    m_Button.PlaySound();
                    m_loadNextRoom(new Testing_room3
                                       (m_content, m_windowwidth, m_windowheight, player));
                }
            }

            //Gun tracks players position
            m_Gun.position = new Vector2
                                 (player.position.X + m_Gun.Texture.Width, player.position.Y - m_Gun.Texture.Height / 3);

            //shooting the bullet
            if (Keyboard.GetState().IsKeyDown(Keys.Enter) &&
                player.BoundingBox.Intersects(m_Gun.BoundingBox) && !m_Bullet.ToggleBulletMove)
            {
                m_Bullet.ShootBullet(m_Gun);
            }

            //allows the bullet to move
            if (m_Bullet.ToggleBulletMove)
            {
                m_Bullet.Move(gameTime);
            }

            //allows the gun firing sound to play again without looping
            if (Keyboard.GetState().IsKeyUp(Keys.Enter) && m_Bullet.ToggleBulletMove)
            {
                m_Bullet.PlayAgain();
            }

            //moving the button
            m_Button.Move(gameTime);

            //stops the player cheating the level
            if (player.position.Y <= 100)
            {
                player.ResetPos();
            }

            //Player picking up the newspaper
            if (player.BoundingBox.Intersects(m_Newspaper.BoundingBox))
            {
                m_Newspaper.PickUpPaper(1);
            }

            //updates the newspaper and speech
            m_Newspaper.Update(gameTime);
            m_Speech.Update(gameTime);
            m_Bullet.Update(gameTime);
        }
        public void Update(GameTime gameTime, Player player)
        {
            //stops the player moving through the textures
            foreach (var textbox in m_textBoxes)
            {
                if (player.BoundingBox.Intersects(textbox.BoundingBox))
                {
                    textbox.OnCollision();
                    player.ResetPos();
                }
            }

            //Loading player into the next room if they get the answer right
            if (CorrectAnswer)
            {
                if (LoadNextRoom != null)
                {
                    LoadNextRoom(new Testing_room7(m_content, m_windowwidth, m_windowheight, player));
                }
            }

            //Moves player two levels back if they get the answer wrong
            if (WrongAnswer)
            {
                if (LoadNextRoom != null)
                {
                    LoadNextRoom(new Testing_room4(m_content, m_windowwidth, m_windowheight, player));
                }
            }

            //Player picking up the newspaper
            if (player.BoundingBox.Intersects(m_Newspaper.BoundingBox))
            {
                m_Newspaper.PickUpPaper(5);
            }

            //updates the classes
            m_Newspaper.Update(gameTime);
            m_Speech.Update(gameTime);
        }
        public void Update(GameTime gameTime, Player player)
        {
            //if players bullet interacts with enemy
            if (m_Bullet.BoundingBox.Intersects(m_Enemy.BoundingBox))
            {
                //enemy takes damage
                m_Enemy.TakeDMG();

                //reset bullet to be fired from gun again
                m_Bullet.KillBullet();
            }

            //Player picking up the newspaper
            if (player.BoundingBox.Intersects(m_Newspaper.BoundingBox))
            {
                m_Newspaper.PickUpPaper(7);
            }

            //enemy tracks players position
            m_Enemy.Target = player;

            //allows enemy to move
            m_Enemy.Move(gameTime);

            //Gun tracks players position
            m_Gun.position = new Vector2
                                 (player.position.X + m_Gun.Texture.Width, player.position.Y - m_Gun.Texture.Height / 3);

            //shooting the bullet
            if (Keyboard.GetState().IsKeyDown(Keys.Enter) &&
                player.BoundingBox.Intersects(m_Gun.BoundingBox) &&
                !m_Bullet.ToggleBulletMove)
            {
                m_Bullet.ShootBullet(m_Gun);
            }

            //enemy shooting player if player is under enemy
            if (player.position.X > m_Enemy.position.X &&
                player.position.X < m_Enemy.position.X + m_Enemy.Texture.Width &&
                !m_EnemyBullet.ToggleBulletMove)
            {
                m_EnemyBullet.ShootBullet(m_Enemy);
            }

            //allows the gun firing sound to play again without looping
            if (Keyboard.GetState().IsKeyUp(Keys.Enter) && m_Bullet.ToggleBulletMove)
            {
                m_Bullet.PlayAgain();
            }

            //whether or not the bullet is moving on screen
            if (m_Bullet.ToggleBulletMove)
            {
                m_Bullet.Move(gameTime);
            }

            //whether or not the enemy bullet is moving
            if (m_EnemyBullet.ToggleBulletMove)
            {
                m_EnemyBullet.Move(gameTime);
            }

            //"killing" player if interacts with enemy
            if (player.BoundingBox.Intersects(m_Enemy.BoundingBox))
            {
                player.position = player.GenericSPWN;
            }

            //bullet interacting with player
            if (m_EnemyBullet.BoundingBox.Intersects(player.BoundingBox))
            {
                //reseting the players position
                player.position = player.GenericSPWN;

                //reseting bullet to be shot again
                m_EnemyBullet.KillBullet();
            }

            //if player interacts with the button, play ending animation
            if (m_Bullet.BoundingBox.Intersects(m_Button.BoundingBox) && m_Enemy.Health <= 0)
            {
                if (LoadNextRoom != null)
                {
                    LoadNextRoom(new Final_Room(m_content, m_windowwidth, m_windowheight, m_Graphics));
                }
            }

            //Player picking up the newspaper
            if (player.BoundingBox.Intersects(m_Newspaper.BoundingBox))
            {
                m_Newspaper.PickUpPaper(5);
            }

            //updates the newspaper and speech
            m_Newspaper.Update(gameTime);
            m_Speech.Update(gameTime);
            m_Bullet.Update(gameTime);
            m_EnemyBullet.Update(gameTime);
            m_Enemy.anim_Explode.Update(gameTime);
            m_Enemy.Update(gameTime);
        }
        public void Update(GameTime gameTime, Player player)
        {
            //detects what side the player is coming from and moves box accordingly
            if (player.BoundingBox.Intersects(m_Box.BoundingBox) &&
                m_Box.velocity == Vector2.Zero)
            {
                if (player.velocity.X > 0)
                {
                    m_Box.velocity.X = 10;
                }
                if (player.velocity.X < 0)
                {
                    m_Box.velocity.X = -10;
                }
                if (player.velocity.Y > 0)
                {
                    m_Box.velocity.Y = 10;
                }
                if (player.velocity.Y < 0)
                {
                    m_Box.velocity.Y = -10;
                }

                //stops the player moving
                player.ResetPos();
            }

            //allows the box to move
            m_Box.Move(gameTime);

            //gives the pressure plate a temp bounding box
            Rectangle plateBox = m_Box.BoundingBox;

            //expands size of pressure plate to allow for boxes velocity
            plateBox.Inflate(10, 10);

            //loading next room
            if (plateBox.Contains(m_PressurePlate.BoundingBox))
            {
                if (LoadNextRoom != null)
                {
                    m_Box.velocity = Vector2.Zero;
                    LoadNextRoom(new Testing_room4(m_content, m_windowwidth, m_windowheight, player));
                }
            }

            //what happens for each rock in the list
            foreach (var rock in m_Rocks)
            {
                //stops the box from moving
                if (m_Box.BoundingBox.Intersects(rock.BoundingBox))
                {
                    m_Box.position -= m_Box.velocity;
                    m_Box.velocity  = Vector2.Zero;
                }

                //stops the player from moving
                if (player.BoundingBox.Intersects(rock.BoundingBox))
                {
                    player.ResetPos();
                }
            }

            //player interacting with pressure plate
            if (player.BoundingBox.Intersects(m_PressurePlate.BoundingBox))
            {
                PlayerTooHeavy = true;
            }
            else
            {
                PlayerTooHeavy = false;
            }

            //Player picking up the newspaper
            if (player.BoundingBox.Intersects(m_Newspaper.BoundingBox))
            {
                m_Newspaper.PickUpPaper(2);
            }

            //updates the newspaper and speech
            m_Newspaper.Update(gameTime);
            m_Speech.Update(gameTime);
        }