Example #1
0
        public void Update(GameTime gt)
        {
            float dt = (float)gt.ElapsedGameTime.TotalSeconds;

            // Update the physics multiple times per frame (in this case, 10 times per frame)
            for (int i = 0; i < _physicsSubstep; i++)
            {
                PhysicsManager.Update(dt / _physicsSubstep);
            }

            AIManager.Update(this, dt);

            // Check if there are less enemies than the maximum and add more as necessary
            if (Enemies.Count < MaximumEnemies)
            {
                SpawnEnemy();
            }

            // Update the spawn points
            foreach (SpawnPoint sp in SpawnPoints)
            {
                if (sp.TimeSinceLastSpawn > sp.RespawnDelay && !ActiveSpawnPoints.Contains(sp))
                {
                    ActiveSpawnPoints.Add(sp);
                }

                sp.TimeSinceLastSpawn += dt;
            }

            // Health shouldn't be below 0
            if (PortalHealth < 0)
            {
                PortalHealth = 0;
            }

            // If you haven't lost yet, keep updating the score
            if (!GameOver)
            {
                Score += dt;
            }
        }
Example #2
0
        // Spawns an enemy
        public void SpawnEnemy()
        {
            if (Enemies.Count < MaximumEnemies && ActiveSpawnPoints.Count > 0)
            {
                SpawnPoint sp = ActiveSpawnPoints[RandomGen.Next(0, ActiveSpawnPoints.Count - 1)];

                Character enemy = new Character(false);
                enemy.Behaviour = new AIBehaviour(enemy, AIManager.NodeManager);
                enemy.Position  = sp.Position;
                RigidBody enemyBody = enemy.RigidBody;
                enemyBody.Position         = enemy.Position;
                enemyBody.Width            = 32;
                enemyBody.Height           = 32;
                enemyBody.CollidableObject = new BoxCollider();
                enemy.TexturePos           = new Vector2(enemy.Position.X - enemyBody.Width / 2, enemy.Position.Y - enemyBody.Height / 2);
                PhysicsManager.DynamicObjects.Add(enemy);
                PhysicsManager.AllPhysObjects.Add(enemy);
                Enemies.Add(enemy);

                sp.TimeSinceLastSpawn = 0;
                ActiveSpawnPoints.Remove(sp);
            }
        }