Example #1
0
        void EntitiesUpdate(double elapsedTime)
        {
            //血掉光后死亡
            if (hp <= 0 && living)
            {
                living   = false;
                disabled = true;
                //死亡时掉落道具
                Datas.CurrentItemAdd.Add(new PowerPoint(texturemanager, Position.X, Position.Y));
                Datas.CurrentItemAdd.Add(new PowerPoint(texturemanager, Position.X, Position.Y));
                Datas.CurrentItemAdd.Add(new PowerPoint(texturemanager, Position.X, Position.Y));
                Datas.CurrentItemAdd.Add(new PowerPoint(texturemanager, Position.X, Position.Y));
                Datas.CurrentItemAdd.Add(new PowerPoint(texturemanager, Position.X, Position.Y));
                Datas.CurrentItemAdd.Add(new PowerPoint(texturemanager, Position.X, Position.Y));
                Datas.CurrentItemAdd.Add(new PowerPoint(texturemanager, Position.X, Position.Y));
                Bullets.Clear();              //清空子弹列表
            }
            double dx = elapsedTime * Direction.X * speed;
            double dy = elapsedTime * Direction.Y * speed;
            double tx = Position.X + dx;
            double ty = Position.Y + dy;

            Position.X = tx;
            Position.Y = ty;
        }
 // when the player dies
 internal void Reset()
 {
     Player1 = new Player();
     Bullets.Clear();
     Enemies.Clear();
     resetTimer = RESET_TIMER;
 }
Example #3
0
 public void Reset()
 {
     shotIterator.Reset();
     Bullets.Clear();
     ActiveStreams.Clear();
     Score       = 0;
     TotalExited = 0;
 }
Example #4
0
 public void ResetBeforeNextLevel()
 {
     foreach (Bullet bullet in Bullets)
     {
         SpaceShipManager.Remove(bullet);
         bullet.Dispose();
     }
     Bullets.Clear();
     Position         = InitPosition;
     ScoreAsText.Text = string.Format("Player {0} Score : {1}", PlayerNumber.ToString(), Score.ToString());
 }
Example #5
0
        public void Update()
        {
            if (Bullets.Count == 0)
            {
                return;
            }
            for (var i = 0; i < Bullets.Count; i++)
            {
                Bullets[i].UpdateNotImportant();
            }
            var exists = Bullets.Where(e => e.Exists).ToArray();

            Bullets.Clear();
            Bullets.AddRange(exists);
        }
Example #6
0
        protected override void BeforeShoot()
        {
            for (int i = 0; i < BulletsCount; ++i)
            {
                var bullet = Instantiate <GameObject>(BulletPrefab);
                bullet.GetComponent <ShotgunBullet>().Setup(this, Damage, MoveSpeed);
                var bulletTr = bullet.transform;
                bulletTr.SetParent(ThisTransform);
                bulletTr.localPosition = new Vector2((i - BulletsCount / 2) * 0.2f, 0f);
                float angle = Angle * (BulletsCount / 2 - i);
                bulletTr.Rotate(0f, 0f, angle, Space.World);

                Bullets.Clear();
                Bullets.Add(bullet);
            }
        }
Example #7
0
        /// <summary>
        /// Se llama en cada frame.
        ///     Se debe escribir toda la lógica de computo del modelo, así como también verificar entradas del usuario y reacciones
        ///     ante ellas.
        /// </summary>
        /// <param name="gameTime">The gameTime<see cref="GameTime"/>.</param>
        protected override void Update(GameTime gameTime)
        {
            if (Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                // Exit game
                Exit();
            }

            if (Keyboard.GetState().IsKeyDown(Keys.P))
            {
                // Pause/Start game
                GamePause = !GamePause;
            }

            Spawner.Update(this);

            // If GamePause is false i can move and play
            if (!GamePause)
            {
                Camera.Update(gameTime);
                Player.SetPosition(Camera.Position);

                // Creates new bullets when left click
                var mouse = Mouse.GetState();

                if (mouse.LeftButton == ButtonState.Pressed && !ClickPressed && Bullets.Count < 15 && Recoil == 0)
                {
                    Bullet singleBullet = new Bullet();
                    singleBullet.SetPosition(Camera.Position + Camera.FrontDirection * 25f);
                    singleBullet.SetDirection(Camera.FrontDirection);
                    singleBullet.SetUp(Camera.UpDirection);
                    Bullets.Add(singleBullet);
                    ClickPressed = true;
                }

                if (mouse.RightButton == ButtonState.Pressed && !ClickPressed && Bullets.Count < 15 && Recoil == 0)
                {
                    Bullet Bullet1 = new Bullet();
                    Bullet1.SetPosition(Camera.Position + Camera.FrontDirection * 50f);
                    Bullet1.SetDirection(Camera.FrontDirection);
                    Bullet1.SetUp(Camera.UpDirection);
                    Bullets.Add(Bullet1);

                    Bullet Bullet2 = new Bullet();
                    Bullet2.SetPosition(Camera.Position + Vector3.Up * 5 + Camera.FrontDirection * 25f);
                    Bullet2.SetDirection(Camera.FrontDirection);
                    Bullet2.SetUp(Camera.UpDirection);
                    Bullets.Add(Bullet2);

                    ClickPressed = true;
                }

                if (mouse.LeftButton == ButtonState.Released && mouse.RightButton == ButtonState.Released && ClickPressed)
                {
                    ClickPressed = false;
                }

                if (Bullets.Count >= 15)
                {
                    Bullets.Clear();
                }

                float totalGameTime = (float)gameTime.TotalGameTime.TotalSeconds;

                SpawnerModel.Update(totalGameTime, Spawner);

                RedIlluminationEffect.Parameters["lightPosition"].SetValue(Camera.Position);
                RedIlluminationEffect.Parameters["eyePosition"].SetValue(Camera.Position);

                foreach (Enemy enemy in Enemies)
                {
                    Vector3 enemyPos = enemy.GetPosition();
                    enemy.SetUp(Camera.UpDirection);
                    enemy.SetDirection(Vector3.Normalize(new Vector3(enemyPos.X - Camera.Position.X, 0, enemyPos.Z - Camera.Position.Z)));
                    enemy.Update(Camera.Position, Enemies, Camera.Position);

                    foreach (Bullet bullet in Bullets)
                    {
                        bullet.Update();

                        if (Vector3.Distance(bullet.GetPosition(), enemy.GetPosition()) < 50 && !bullet.GetDidDamage())
                        {
                            enemy.TakeDamage(bullet.GetDamage());
                            bullet.DoDamage();
                        }
                    }
                }

                Player.SetPosition(Camera.Position);
            }

            base.Update(gameTime);
        }
Example #8
0
        protected override void Update(GameTime gameTime)
        {
            if (Sprites[0].kill > 0)
            {
                score = 0; Sprites.Clear(); Bullets.Clear(); LoadContent(); return;
            }
            if (Sprites.Count == 1)
            {
                for (int i = 1; i < r.Next(8, 25); i++)
                {
                    Sprites.Add(new Sprite()
                    {
                        attackSpeed = System.Math.Max(r.Next(3, 20) * r.NextDouble(), 2), attacktime = System.Math.Max(r.Next(1, 10) * r.NextDouble(), 1), speed = r.Next(40, 128), index = r.Next(1, 3), changeDir = 1, Pos = new Vector2(r.Next(0, 480 - 32), r.Next(0, 16) * 32), Direction = new Vector2(r.Next(0, 2) == 1 ? 1 : -1, 0)
                    });
                }
            }
            oldKs = ks;
            ks    = Keyboard.GetState();
            bool left = ks.IsKeyDown(Keys.Left), right = ks.IsKeyDown(Keys.Right), shoot = ks.IsKeyUp(Keys.Space) && oldKs.IsKeyDown(Keys.Space) && Sprites[0].attacktime <= 0;

            Sprites[0].Direction.X = left && right ? 0 : left ? -1 : right ? 1 : 0;
            for (int i = Sprites.Count - 1; i >= 0; i--)
            {
                Sprites[i].Update(gameTime);
                if (Sprites[i].shoot > 0)
                {
                    Bullets.Add(new Sprite()
                    {
                        index = 4, Direction = new Vector2(0, 1), Pos = new Vector2(Sprites[i].Pos.X, Sprites[i].Pos.Y - 32), speed = 164, frameSpeed = .20
                    });
                    Sprites[i].attacktime = Sprites[i].attackSpeed;
                    Sprites[i].shoot      = 0;
                }
                if (Sprites[i].kill > 0)
                {
                    Sprites.RemoveAt(i);
                }
            }
            if (shoot)
            {
                Sprites[0].attacktime = Sprites[0].attackSpeed;
                Sprites[0].frame      = 2;
                Bullets.Add(new Sprite()
                {
                    index = 3, Direction = new Vector2(0, -1), Pos = new Vector2(Sprites[0].Pos.X, Sprites[0].Pos.Y - 32), speed = 164, frameSpeed = .20
                });
            }
            for (int i = Bullets.Count - 1; i >= 0; i--)
            {
                for (int j = Sprites.Count - 1; j >= 0; j--)
                {
                    if (Bullets[i].Direction.Y > 0 && j != 0)
                    {
                        continue;
                    }
                    else if (Bullets[i].Direction.Y < 0 && j == 0)
                    {
                        continue;
                    }
                    else if (new Rectangle((int)Bullets[i].Pos.X + 4, (int)Bullets[i].Pos.Y + 4, 24, 24).Intersects(new Rectangle((int)Sprites[j].Pos.X, (int)Sprites[j].Pos.Y, 32, 32)))
                    {
                        Bullets[i].kill = 1; Sprites[j].kill = 1; score += Bullets[i].Direction.Y > 0 ? 0 : 5; continue;
                    }
                }
                Bullets[i].Update(gameTime);
                if (Bullets[i].kill > 0)
                {
                    Bullets.RemoveAt(i);
                }
            }
            base.Update(gameTime);
        }