public void Updata(float DeltaTime) { foreach (Enemy Monster in ManegerMonster) { Monster.Update(DeltaTime); } for (int i = 0; i < cout; i++) { for (int j = i + 1; j < cout; j++) { bool a = col.Intersect(ManegerMonster[i].BOX2D, ManegerMonster[j].BOX2D); if (a == true) { ManegerMonster[j].CheckCollision(a, DeltaTime); ManegerMonster[i].CheckCollision(a, DeltaTime); } } } if (cout < 5) { UpdateGate(DeltaTime); } if (a > 20) { ManegerMonster.RemoveAt(0); cout--; a = 0; } a += 1 * DeltaTime; }
//Monster // Add monster to mock datastore public async Task <bool> AddAsync_Monster(Monster data) { // Update the monster data data.Update(data); // Add to dataset _monsterDataset.Add(data); return(await Task.FromResult(true)); }
/// <summary> /// Update /// </summary> /// <param name="time"></param> public void Update(GameTime time) { // Count the number of monster MonsterCount = 0; if (Monsters[0] != null) { MonsterCount++; } if (Monsters[1] != null) { MonsterCount++; } if (Monsters[2] != null) { MonsterCount++; } if (Monsters[3] != null) { MonsterCount++; } // Update monsters if (MonsterCount > 0) { for (int i = 0; i < 4; i++) { Monster monster = Monsters[i]; if (monster == null) { continue; } // Monster is dead if (monster.IsDead) { monster.OnDeath(); Monsters[i] = null; } else { monster.Update(time); } } } // Actor if (Actor != null) { Actor.Update(time); } }
public void Model_Monster_Update_With_Bogus_Data_Should_Skip() { var myDataDefault = DefaultModels.MonsterDefault(); var myData = new Monster(); myData.Name = "Original Name"; myData.Update(null); var Expected = "Original Name"; var Actual = myData.Name; Assert.AreEqual(Expected, Actual, TestContext.CurrentContext.Test.Name); }
// Convert monster to BaseMonster and Add it to the SQL database public async Task <bool> AddAsync_Monster(Monster data) { // Update Monster Data data.Update(data); // Convert Monster to BaseMonster var castData = new BaseMonster(data); // Add Monster to DB var result = await App.Database.InsertAsync(castData); // If insertion was successful, return true; if (result == 1) { return(true); } return(false); }
// Convert the Monster to BaseMonster and update it in the SQL database public async Task <bool> UpdateAsync_Monster(Monster data) { // Update Monster Data data.Update(data); // Convert Monster data to BaseMonster data var castData = new BaseMonster(data); // Update BaseMonster data in DB var result = await App.Database.UpdateAsync(castData); // If update was successful, return true if (result == 1) { return(true); } return(false); }
public void Model_Monster_Update_With_Valid_Data_Should_Pass() { var myDataDefault = DefaultModels.MonsterDefault(); var myData = new Monster(); myData.Update(myDataDefault); // Validate the new Monster has the expected fields. // All fields should match. // The attirbute string is what is unique about creating from BaseMonster, and should be passed down... //Assert.AreEqual(myData.ExperienceRemaining, myDataDefault.ExperienceRemaining, "ExperienceRemaining " + TestContext.CurrentContext.Test.Name); //Assert.AreEqual(myData.UniqueItem, myDataDefault.UniqueItem, "UniqueItem " + TestContext.CurrentContext.Test.Name); Assert.AreEqual(myData.Alive, myDataDefault.Alive, "Alive " + TestContext.CurrentContext.Test.Name); Assert.AreEqual(myData.Name, myDataDefault.Name, "Name " + TestContext.CurrentContext.Test.Name); //Assert.AreEqual(myData.Description, myDataDefault.Description, "Description " + TestContext.CurrentContext.Test.Name); Assert.AreEqual(myData.Level, myDataDefault.Level, "Level " + TestContext.CurrentContext.Test.Name); //Assert.AreEqual(myData.ExperienceTotal, myDataDefault.ExperienceTotal, "ExperienceTotal " + TestContext.CurrentContext.Test.Name); //Assert.AreEqual(myData.ImageURI, myDataDefault.ImageURI, "ImageURI " + TestContext.CurrentContext.Test.Name); Assert.AreEqual(myData.Head, myDataDefault.Head, "Head " + TestContext.CurrentContext.Test.Name); Assert.AreEqual(myData.Feet, myDataDefault.Feet, "Feet " + TestContext.CurrentContext.Test.Name); Assert.AreEqual(myData.Necklass, myDataDefault.Necklass, "Necklass " + TestContext.CurrentContext.Test.Name); Assert.AreEqual(myData.RightFinger, myDataDefault.RightFinger, "RightFinger " + TestContext.CurrentContext.Test.Name); Assert.AreEqual(myData.LeftFinger, myDataDefault.LeftFinger, "LeftFinger " + TestContext.CurrentContext.Test.Name); Assert.AreEqual(myData.Feet, myDataDefault.Feet, "Feet " + TestContext.CurrentContext.Test.Name); // Validate the Attributes //Assert.AreEqual(myData.AttributeString, myDataDefault.AttributeString, "AttributeString " + TestContext.CurrentContext.Test.Name); //Assert.AreEqual(myData.Damage, myDataDefault.Damage, "Damage " + TestContext.CurrentContext.Test.Name); Assert.AreEqual(myData.Attribute.Speed, myDataDefault.Attribute.Speed, "Speed " + TestContext.CurrentContext.Test.Name); Assert.AreEqual(myData.Attribute.Defense, myDataDefault.Attribute.Defense, "Defense " + TestContext.CurrentContext.Test.Name); Assert.AreEqual(myData.Attribute.Attack, myDataDefault.Attribute.Attack, "Attack " + TestContext.CurrentContext.Test.Name); //Assert.AreEqual(myData.Attribute.CurrentHealth, myDataDefault.Attribute.CurrentHealth, "CurrentHealth " + TestContext.CurrentContext.Test.Name); //Assert.AreEqual(myData.Attribute.MaxHealth, myDataDefault.Attribute.MaxHealth, "MaxHealth " + TestContext.CurrentContext.Test.Name); }
void Update() { mMonster.Update(TimeSpan.FromSeconds(Time.deltaTime)); transform.localPosition = mMonster.Position; }
protected override void Update(GameTime gameTime) { deadLinkSpin.Update(gameTime); float dt = (float)gameTime.ElapsedGameTime.TotalSeconds; if (player.Health > 0) { player.Update(gameTime); } //bat.Update(gameTime,player.Position); dragon.Update(gameTime); monster.Update(gameTime); hand.Update(gameTime); knight.Update(gameTime); foreach (Item it in Item.items) { it.Update(gameTime); } foreach (explosion ex in explosion.exp) { ex.Update(gameTime); } foreach (Bat bat in Bat.bats) { bat.Update(gameTime, player.position); int sum = player.Radius + bat.Radius; if (Vector2.Distance(player.Position, bat.location) < sum && player.HealthTimer <= 0) { player.Health--; Vector2 moveDir = player.Position - bat.location; moveDir.Normalize(); player.Pcolor = Color.Red; player.Position += moveDir * player.Damagedspeed * dt * 15; player.HealthTimer = 1.0f; } if (player.HealthTimer <= 0) { player.Pcolor = Color.White; } } foreach (ArrowProj arrow in ArrowProj.arrowLeft) { foreach (Bat bat in Bat.bats) { int sum = arrow.Radius + bat.Radius; if (Vector2.Distance(arrow.Position, bat.location) < sum) { arrow.Collided = true; bat.Health--; if (bat.Health <= 0) { explosion.exp.Add(new explosion(bat.location)); } } } } foreach (ArrowProj arrow in ArrowProj.arrowRight) { foreach (Bat bat in Bat.bats) { int sum = arrow.Radius + bat.Radius; if (Vector2.Distance(arrow.Position, bat.location) < sum) { arrow.Collided = true; bat.Health--; if (bat.Health <= 0) { explosion.exp.Add(new explosion(bat.location)); } } } } foreach (ArrowProj arrow in ArrowProj.arrowUp) { foreach (Bat bat in Bat.bats) { int sum = arrow.Radius + bat.Radius; if (Vector2.Distance(arrow.Position, bat.location) < sum) { arrow.Collided = true; bat.Health--; if (bat.Health <= 0) { explosion.exp.Add(new explosion(bat.location)); } } } } foreach (ArrowProj arrow in ArrowProj.arrowDown) { foreach (Bat bat in Bat.bats) { int sum = arrow.Radius + bat.Radius; if (Vector2.Distance(arrow.Position, bat.location) < sum) { arrow.Collided = true; bat.Health--; if (bat.Health <= 0) { explosion.exp.Add(new explosion(bat.location)); } } } } ArrowProj.arrowLeft.RemoveAll(p => p.Collided == true); ArrowProj.arrowRight.RemoveAll(p => p.Collided == true); ArrowProj.arrowUp.RemoveAll(p => p.Collided == true); ArrowProj.arrowDown.RemoveAll(p => p.Collided == true); Bat.bats.RemoveAll(e => e.Health <= 0); explosion.exp.RemoveAll(ex => ex.Timer <= 0); CollisionHandler collisionHandler = new CollisionHandler(); collisionHandler.CollisionHandle(player, myHUD); bombHandler.Update(gameTime); arrowHandler.Update(gameTime); boomerangHandler.Update(gameTime); //cam.LookAt(player.camPosition); cam.LookAt(player.position); base.Update(gameTime); }