Ejemplo n.º 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)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
            {
                this.Exit();
            }

            Vector2 location = playerManager.playerSprite.Location;

            //mkaes sure the player does not go outside the screen.
            location.X = MathHelper.Clamp(location.X, 0, GraphicsDevice.Viewport.Width - playerManager.playerSprite.Source.Width);
            location.Y = MathHelper.Clamp(location.Y, 0, GraphicsDevice.Viewport.Height - playerManager.playerSprite.Source.Height);

            playerManager.playerSprite.Location = location;

            switch (gameState)
            {
            case GameStates.TitleScreen:
                titleScreenTimer +=
                    (float)gameTime.ElapsedGameTime.TotalSeconds;
                interactiveMusic.cue_titleScreen.begin();
                interactiveMusic.eventsystem.update();
                //if timer finishes then automatically goes into player state.
                if (titleScreenTimer >= titleScreenDelayTime)
                {
                    if ((Keyboard.GetState().IsKeyDown(Keys.Space)) ||
                        (GamePad.GetState(PlayerIndex.One).Buttons.A
                         == ButtonState.Pressed))
                    {
                        playerManager.Lives       = playerStartingLives;
                        playerManager.PlayerScore = 0;
                        resetGame();
                        gameState = GameStates.Playing;
                        interactiveMusic.musicsystem.setParameterValue(3, 5);
                        interactiveMusic.eventsystem.update();
                    }
                }

                break;

            case GameStates.Playing:

                space.Update(gameTime);
                commandManager.Update();
                playerManager.Update(gameTime);
                enemyManager.Update(gameTime);
                explosionManager.Update(gameTime);
                life.Update(gameTime);
                collisionManager.CheckCollisions();
                interactiveMusic.cue_main.begin();
                interactiveMusic.eventsystem.update();

                if (playerManager.PlayerScore == 1500)
                {
                    interactiveMusic.musicsystem.setParameterValue(2, 6);
                    interactiveMusic.eventsystem.update();
                }

                if (playerManager.PlayerScore == 2500)
                {
                    interactiveMusic.musicsystem.setParameterValue(2, 10);
                    interactiveMusic.eventsystem.update();
                }

                if (playerManager.Destroyed)

                {
                    playerDeathTimer    = 0f;
                    enemyManager.Active = false;
                    playerManager.Lives--;
                    if (playerManager.Lives < 0)
                    {
                        gameState = GameStates.GameOver;
                    }
                    else
                    {
                        gameState = GameStates.PlayerDead;
                    }
                }

                break;

            case GameStates.PlayerDead:
                playerDeathTimer +=
                    (float)gameTime.ElapsedGameTime.TotalSeconds;

                space.Update(gameTime);
                commandManager.Update();
                enemyManager.Update(gameTime);
                playerManager.Update(gameTime);
                explosionManager.Update(gameTime);
                life.Update(gameTime);

                if (playerDeathTimer >= playerDeathDelayTime)
                {
                    resetGame();
                    gameState = GameStates.Playing;
                }
                break;

            case GameStates.GameOver:
                playerDeathTimer +=
                    (float)gameTime.ElapsedGameTime.TotalSeconds;
                space.Update(gameTime);
                commandManager.Update();
                enemyManager.Update(gameTime);
                playerManager.PlayerShotManager.Update(gameTime);
                explosionManager.Update(gameTime);
                life.Update(gameTime);
                SaveHighScore();

                interactiveMusic.cue_main.end();
                interactiveMusic.musicsystem.setParameterValue(1, 0);
                interactiveMusic.musicsystem.setParameterValue(2, 0);
                interactiveMusic.cue_gameOver.begin();
                interactiveMusic.eventsystem.update();

                if (playerDeathTimer >= playerDeathDelayTime)
                {
                    gameState = GameStates.TitleScreen;
                    interactiveMusic.cue_gameOver.end();
                    interactiveMusic.musicsystem.setParameterValue(3, 0);
                    interactiveMusic.musicsystem.setParameterValue(1, 1);
                    interactiveMusic.eventsystem.update();
                }

                break;
            }

            // TODO: Add your update logic here

            base.Update(gameTime);
        }