Example #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)
        {
            if (Fade.ShowingFade)
            {
                Fade.Update(gameTime);
            }
            else
            {
                ////////////////////////////////////////////////
                //HANDLE INPUT
                ////////////////////////////////////////////////
                currentTouchCollection = TouchPanel.GetState();

                if (CurrentScreen == Screen.Gameplay)
                {
                    GamePlayScreen.HandleInput(previousTouchCollection, currentTouchCollection, gameTime);
                }

                previousTouchCollection = currentTouchCollection;

                ////////////////////////////////////////////////
                //UPDATES
                ////////////////////////////////////////////////
                if (CurrentScreen == Screen.Gameplay)
                {
                    currentBackground.Update(gameTime);
                    GamePlayScreen.Update(gameTime);
                }
            }

            base.Update(gameTime);
        }
        public void Update(GameTime gameTime)
        {
            background.Update();
            enemies.ForEach(e => e.Update(gameTime));
            portals.ForEach(p => p.Update(gameTime));

            CollisionBoxes = new List <ICollision>();
            CollisionBoxes.AddRange(StaticCollisionBoxes);
            enemies.ForEach(e => CollisionBoxes.Add(e));
            portals.ForEach(p => CollisionBoxes.Add(p));
            foreach (KeyValuePair <Tuple <int, int>, ICollision> keyValuePair in DynamicCollisionBoxes)
            {
                CollisionBoxes.Add(keyValuePair.Value);
            }
        }
Example #3
0
        protected override void Update(GameTime gameTime)
        {
            previousKB = currentKB;
            KeyboardState State = Keyboard.GetState();

            currentKB = State;



            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || State.IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            if (currentKB.IsKeyUp(Keys.P) && previousKB.IsKeyDown(Keys.P))
            {
                gamePaused = !gamePaused;
            }
            if (gamePaused)
            {
                return;
            }

            if (GamePad.GetState(PlayerIndex.One).Buttons.A == ButtonState.Pressed || State.IsKeyDown(Keys.Space))
            {
                projectileGenerator.FireProjectile(shipSprite.CurrentPos, gameTime);
            }


            shipSprite.Update(State);
            background.Update();
            background2.Update();
            obstacleGenerator.Update(gameTime);
            projectileGenerator.Update(gameTime);

            projectileCollisionTracker.getObjectCoords(projectileGenerator.ActiveProjectiles, obstacleGenerator.AllObstacles);
            projectileCollisionTracker.CheckUpdateCoords();

            fails = Obstacle.failedObjects;
            base.Update(gameTime);
        }