/// <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 DEBUG PerformanceTimer.StartTimer("Time to update in ticks: "); #endif // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { this.Exit(); } Input.Update(); // TODO: Add your update logic here InternalUpdate(); // <- Added Sprite update function here SpawnElapsedTime += gameTime.ElapsedGameTime; if (SpawnElapsedTime > CondorSpawnRate) { Condor condor = (Condor)Condor.Clone(); condor.Position = new Vector2(RandomBetween(-100, m_BackBufferWidth + 100), -150); m_AddedSprites.Add(condor); SpawnElapsedTime = TimeSpan.Zero; } //test to change the button \ key used for firing trooper fireballs if (Input.ChangeTrooperFireButton()) { Input.FireButton = Keys.LeftShift; Input.AltFireButton = Buttons.RightTrigger; } //Save settings if (Input.SaveSettingsKey()) { FileManager.SaveKeyMappings(); } ScoreText.Text = "Score: " + score.ToString(); ShotsText.Text = "Shots: " + shots.ToString(); base.Update(gameTime); #if DEBUG PerformanceTimer.StopTimer("Time to update in ticks: "); #endif }
public void LoadResources() { #region Background //Type the code here to add the background to the game. Texture2D background = Content.Load <Texture2D>(@"Pictures\background"); Background bg = new Background(background); bg.Position = new Vector2(0, BackBufferHeight / 2); bg.ScaleX = BackBufferWidth / background.Width; bg.ScaleY = BackBufferHeight / background.Height; bg.ZOrder = 10; bg.Origin = Vector2.Zero; bg.Velocity = new Vector2(0, 1); m_AddedSprites.Add(bg); Background bg2 = (Background)bg.Clone(); bg2.Position = new Vector2(0, -BackBufferHeight / 2); bg2.ScaleX = BackBufferWidth / background.Width; bg2.ScaleY = BackBufferHeight / background.Height; bg2.ZOrder = 10; m_AddedSprites.Add(bg2); #endregion #region Trooper //Type the code here to add the Trooper sprite. Trooper trooper = new Trooper(Content.Load <Texture2D>(@"Pictures\TrooperSpritesheet"), 6, true); trooper.Position = new Vector2(BackBufferWidth / 2, BackBufferHeight - (ScreenBuffer * 3)); trooper.Speed = 4; m_AddedSprites.Add(trooper); Trooper = trooper; #endregion #region Condor //Type the code here to add the Condor sprite. Condor condor = new Condor(); Animation condorAnimation = new Animation(Content.Load <Texture2D>(@"Pictures\CondorSpritesheet"), 4); condorAnimation.Play(); condorAnimation.Loop = true; int[] ExplosionDelay = { 4, 3, 4 }; Animation condorExplosion = new Animation(Content.Load <Texture2D>(@"Pictures\CondorExplosionSpritesheet"), 3, ExplosionDelay); condorExplosion.Play(); condor.AddAnimation(condorAnimation); condor.AddAnimation(condorExplosion); Condor = condor; #endregion #region Fire Fire = new Fire(Content.Load <Texture2D>(@"Pictures\FireSpritesheet"), 2, true); Fire.ZOrder = -10; #endregion }
protected Condor(Condor condor) : base(condor) { }