Ejemplo n.º 1
0
//  // Called every frame. 'delta' is the elapsed time since the previous frame.
    public override void  _Process(float delta)
    {
        engine.update();
    }
Ejemplo n.º 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 (cooldown > 0)
            {
                cooldown--;
            }

            this.instancia.x += 0.01f;
            if (this.instancia.x > 10)
            {
                this.instancia.x = -5;
            }

            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            if (Keyboard.GetState().IsKeyDown(Keys.Z) && cooldown <= 0)
            {
                engine.loadSound("yoshi.wav").play3d(1, 0, 0);
                cooldown = 2;
            }

            if (Keyboard.GetState().IsKeyDown(Keys.X) && cooldown <= 0)
            {
                int pan = randomsito.Next(-10, 11);
                engine.loadSound("coin.wav").play((float)pan / 10);
                cooldown = 5;
            }
            if (Keyboard.GetState().IsKeyDown(Keys.Y))
            {
                yoshimusic.play();
            }
            if (Keyboard.GetState().IsKeyDown(Keys.F))
            {
                fossilMusic.play();
            }
            if (Keyboard.GetState().IsKeyDown(Keys.Space))
            {
                yoshimusic.stop();
                fossilMusic.stop();
            }
            if (Keyboard.GetState().IsKeyDown(Keys.Left) && cooldown <= 0)
            {
                this.engine.listener.rotation -= 5;
                cooldown = 3;
            }

            if (Keyboard.GetState().IsKeyDown(Keys.Right) && cooldown <= 0)
            {
                this.engine.listener.rotation += 5;
                cooldown = 3;
            }

            if (Keyboard.GetState().IsKeyDown(Keys.W) && cooldown <= 0)
            {
                this.engine.listener.z += 0.3F;
                cooldown = 15;
            }

            if (Keyboard.GetState().IsKeyDown(Keys.S) && cooldown <= 0)
            {
                this.engine.listener.z -= 0.3f;
                cooldown = 15;
            }

            if (Keyboard.GetState().IsKeyDown(Keys.D) && cooldown <= 0)
            {
                this.engine.listener.x += 0.3F;
                cooldown = 15;
            }

            if (Keyboard.GetState().IsKeyDown(Keys.A) && cooldown <= 0)
            {
                this.engine.listener.x -= 0.3f;
                cooldown = 15;
            }

            if (Keyboard.GetState().IsKeyDown(Keys.F3) && cooldown <= 0)
            {
                this.engine.defaultMusicGroup.volume -= 0.1f;
                cooldown = 5;
            }

            if (Keyboard.GetState().IsKeyDown(Keys.F4) && cooldown <= 0)
            {
                this.engine.defaultMusicGroup.volume += 0.1f;
                cooldown = 5;
            }



            // TODO: Add your update logic here
            engine.update();
            base.Update(gameTime);
        }