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 || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                this.Exit();
            }

            switch (menuManager.gameStates)
            {
            case GameStates.Menu:
                menuManager.Update(gameTime);
                break;

            case GameStates.Game:
                inGame.Update(gameTime);
                if (inGame.player.playerAlive == false)
                {
                    if (inGame.player.lifes <= 1)
                    {
                        menuManager.ChangePage(MenuManager.MenuState.GameOver);
                        menuManager.gameStates = GameStates.Menu;
                        inGame.player.lifes    = 6;
                    }
                    inGame.player.playerAlive = true;
                    inGame.player.ResetGame();
                }
                break;

            //case GameStates.InsertName:
            //    // Updates the various code in the nameselect class
            //    nameSelect.Update(gameTime);
            //    break;
            default:
                throw new ArgumentOutOfRangeException();
            }
            //if (menuManager.menuState == MenuManager.MenuState.GameOver || menuManager.menuState == MenuManager.MenuState.Victory)
            //    inGame.player.ResetGame();

            base.Update(gameTime);
        }
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)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                menuManager.ChangePage(MenuManager.MenuState.Main);
                menuManager.gameStates    = GameStates.Menu;
                inGame.player.lifes       = 6;
                inGame.player.playerAlive = true;
                inGame.player.ResetGame();
            }
            // Toggle fullscreen when pressing F
            if (Keyboard.GetState().IsKeyDown(Keys.F))
            {
                graphics.IsFullScreen = !graphics.IsFullScreen;
                graphics.ApplyChanges();
            }

            switch (menuManager.gameStates)
            {
            case GameStates.Menu:
                menuManager.Update(gameTime);
                break;

            case GameStates.Game:
                inGame.Update(gameTime);
                if (inGame.player.playerAlive == false)
                {
                    SoundManager.Hurt.Play();
                    if (inGame.player.lifes <= 1)
                    {
                        menuManager.ChangePage(MenuManager.MenuState.GameOver);
                        menuManager.gameStates = GameStates.Menu;
                        inGame.player.lifes    = 6;
                    }
                    inGame.player.playerAlive = true;
                    inGame.player.ResetGame();
                }
                break;

            case GameStates.PreLevel1:
                InGame.Level           = InGame.Levels.preLevel1;
                InGame.Timer           = 0;
                menuManager.gameStates = GameStates.Game;
                break;

            case GameStates.PreLevel2:
                InGame.Level = InGame.Levels.preLevel1;
                // Set timer to 999999 which disables it. // Olle A 20-04-18
                InGame.Timer           = 999999;
                menuManager.gameStates = GameStates.Game;
                break;

            case GameStates.PreLevel3:
                InGame.Level = InGame.Levels.preLevel3;
                // Set timer to 999999 which disables it. // Olle A 20-04-18
                InGame.Timer           = 999999;
                menuManager.gameStates = GameStates.Game;
                break;

            case GameStates.PreLevel4:
                InGame.Level = InGame.Levels.preLevel4;
                // Set timer to 999999 which disables it. // Olle A 20-04-18
                InGame.Timer           = 999999;
                menuManager.gameStates = GameStates.Game;
                break;

            case GameStates.PreLevel5:
                InGame.Level = InGame.Levels.preLevel5;
                // Set timer to 999999 which disables it. // Olle A 20-04-18
                InGame.Timer           = 999999;
                menuManager.gameStates = GameStates.Game;
                break;

            case GameStates.PreLevel6:
                InGame.Level = InGame.Levels.preLevel6;
                // Set timer to 999999 which disables it. // Olle A 20-04-18
                InGame.Timer           = 999999;
                menuManager.gameStates = GameStates.Game;
                break;

            case GameStates.PreLevel7:
                InGame.Level = InGame.Levels.preLevel7;
                // Set timer to 999999 which disables it. // Olle A 20-04-18
                InGame.Timer           = 999999;
                menuManager.gameStates = GameStates.Game;
                break;

            case GameStates.PreLevel8:
                InGame.Level = InGame.Levels.preLevel8;
                // Set timer to 999999 which disables it. // Olle A 20-04-18
                InGame.Timer           = 999999;
                menuManager.gameStates = GameStates.Game;
                break;

            //case GameStates.InsertName:
            //    // Updates the various code in the nameselect class
            //    nameSelect.Update(gameTime);
            //    break;
            default:
                throw new ArgumentOutOfRangeException();
            }
            //if (menuManager.menuState == MenuManager.MenuState.GameOver || menuManager.menuState == MenuManager.MenuState.Victory)
            //    inGame.player.ResetGame();

            base.Update(gameTime);
        }