public override void Update(GameTime gameTime) { EvaluateMouseCamControls(gameTime); Vector3 upVector = duneBuggyOne.BuggyObject.Transform.AbsoluteTransform.Translation - earth.Transform.AbsoluteTransform.Translation; Vector3 lengthVector = spaceShipOne.ShipObject.Transform.AbsoluteTransform.Translation - earth.Transform.AbsoluteTransform.Translation;; if (upVector != Vector3.Zero) { upVector.Normalize(); } duneBuggyOne.Update(gameTime); spaceShipOne.Update(gameTime, (lengthVector.Length() < (earth.radius * 1.05f))); duneBuggyCamera.Update(gameTime, earth, PlayerIndex.One); spaceShipCamera.Update(gameTime); PlanetBuilder.Update(); earth.Update(gameTime); if (input.EvaluateInputBinding("MainMenu")) { SystemCore.ScreenManager.AddAndSetActive(new MainMenuScreen()); } base.Update(gameTime); }
void Update() { for (int f = 0; f < 6; f++) { StartCoroutine(planet.Update(f)); } }
private void Update() { if (generated == true) { planet.Update(transform.position, radius, noise, scale, terrainMaterial, waterMaterial); } }
/// <summary> /// Mets à jour les éléments de la scène. /// </summary> public void Update(GameTime time) { Input.Update(); FPSCounter.AddFrame((float)time.LastFrameElapsedTime.TotalSeconds); DiagnosisWindow.Text = "Perf Diagnostic (" + FPSCounter.GetAverageFps().ToString() + " fps)"; ThreadPool.Update(); UpdateMouseCamera(time); Planet.Update(time); }
public void WillUpdatePlanetMana() { var planet = new Planet { ManaCount = 1, ManaBonus = 1 }; var output = planet.Update(new GalaxySettings(), new PlayerBonuses()); Assert.AreEqual(output.Mana, 1); }
public void WillUpdatePlanetIron() { var planet = new Planet { MineCount = 1, IronBonus = 1 }; var output = planet.Update(new GalaxySettings(), new PlayerBonuses()); Assert.AreEqual(output.Iron, 1); }
public void WillUpdatePlanetEnergy() { var planet = new Planet { EnergyLabCount = 1, EnergyBonus = 1 }; var output = planet.Update(new GalaxySettings(), new PlayerBonuses()); Assert.AreEqual(output.Energy, 1); }
public void WillUpdateThePlanetPopulationIfZeroCount() { var planet = new Planet(); planet.Update(new GalaxySettings { BasePopulation = 1 }, new PlayerBonuses()); Assert.AreEqual(planet.Population, 1); }
public void WillUpdatePlanetFood() { var planet = new Planet { FarmCount = 1, FoodBonus = 1 }; var output = planet.Update(new GalaxySettings { FoodOutput = 1 }, new PlayerBonuses()); Assert.AreEqual(output.Food, 1); }
public void WillUpdatePlanetResearch() { var planet = new Planet { ResearchLabCount = 1, ResearchBonus = 1 }; var output = planet.Update( new GalaxySettings { ResearchOutput = 1 }, new PlayerBonuses { ResearchBonus = 1 }); Assert.AreEqual(output.Research, 1); }
public void WillUpdateThePlanetPopulationSizeToPlanetMax() { var planet = new Planet(); planet.Update( new GalaxySettings { BasePopulation = 1, PopulationGrowth = 100 }, new PlayerBonuses { WelfareBonus = 1 }); Assert.AreEqual(planet.Population, 1); }
public void WillUpdateThePlanetPopulationSize() { var planet = new Planet { BuildingCapacity = 10 }; planet.Update( new GalaxySettings { BasePopulation = 1, PopulationGrowth = 100, MaxPopulationPerBuildings = 1 }, new PlayerBonuses { WelfareBonus = 1 }); Assert.AreEqual(planet.Population, 2); }
public void PlanetUpdateTest() { var v = new Vector2D(); var p = new Planet(v, 15, Color.Black); //an acceleration vector var acc = new Vector2D(); acc.x += 10; //x direction = 10 p.Accel = acc; p.Update(10); //dt = 10 var actual = p.pos; var expected = acc * 10 * 10; Assert.AreEqual(actual.x, expected.x, "Shuld both be 1000"); //compare the x values //this confirms that btoh velocity and position is calculated accurately }
public void WillUpdateThePlanetCashFactoryCash() { var planet = new Planet { CashBonus = 1, CashFactoryCount = 1 }; var galaxySettings = new GalaxySettings { CashOutput = 2 }; var playerBonuses = new PlayerBonuses { EconomyBonus = 1 }; var output = planet.Update(galaxySettings, playerBonuses); Assert.AreEqual(output.CashFactoryCash, 2); }
public void WillUpdateThePlanetTaxOfficeCash() { var planet = new Planet { CashBonus = 1, TaxOfficeCount = 1 }; var galaxySettings = new GalaxySettings { PopulationCashDivider = 1, PositiveIncomeCash = 1 }; var playerBonuses = new PlayerBonuses { EconomyBonus = 1 }; var output = planet.Update(galaxySettings, playerBonuses); Assert.AreEqual(output.TaxOfficeCash, 1); }
public void WillUpdateThePlanetPopulationCash() { var planet = new Planet { CashBonus = 1, Population = 1 }; var galaxySettings = new GalaxySettings { PopulationCashDivider = 1, BasePopulation = 1 }; var playerBonuses = new PlayerBonuses { EconomyBonus = 1 }; var output = planet.Update(galaxySettings, playerBonuses); Assert.AreEqual(output.PopulationCash, 1); }
public void Update() { foreach (Background_effects star in StarList) { star.Update(0.05f); if (star.Position.Y >= 800) { star.isAlive = false; } } foreach (Background_effects Nebula in NebulaList) { Nebula.Update(); } foreach (Background_effects Planet in PlanetList) { Planet.Update(); if (Planet.Position.Y >= ScreenSize.Y * 2) { Planet.isAlive = false; } } if (StarList.Count >= 200) { StarList.RemoveAt(0); } Timer[1]++; if (Timer[1] >= 2000) { //AddNebula(); AddPlanet(); Timer[1] = 0; } Timer[0]++; if (Timer[0] >= 1.5f) { RandStarPosNum = RandStarPos.Next(701); AddStar(RandStarPosNum, RandStarPosNum); Timer[0] = 0; } }
public void WillUpdateThePlanetBuildingCount() { var planet = new Planet { CashFactoryCount = 1, EnergyLabCount = 1, FarmCount = 1, LaserCount = 1, LivingQuartersCount = 1, ManaCount = 1, MineCount = 1, ResearchLabCount = 1, TaxOfficeCount = 1, HasPortal = true }; planet.Update(new GalaxySettings(), new PlayerBonuses()); Assert.AreEqual(planet.TotalBuildings, 10); }
private static void Engine_OnUpdate(double time_ms, double delta_ms) { planetBuffers.Update(); planet.Update(); }
//################################# // Update //################################# public override void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) { base.Update(gameTime, otherScreenHasFocus, false); _soundEngine.Update(); SoundDJ(); PlayVoice(); // Gradually fade in or out depending on whether we are covered by the pause screen. if (coveredByOtherScreen) { _pauseAlpha = Math.Min(_pauseAlpha + 1f / 32, 1); } else { _pauseAlpha = Math.Max(_pauseAlpha - 1f / 32, 0); } DebugFunctions(); _input.Update(); if (!coveredByOtherScreen) { if (_sphereAlpha > 0.1f) { _sphereAlpha -= 0.001f; } //boids _waveBuilder.Update(gameTime, ref _asteroidField, ref _droneFleet); // calling update of objects where necessary _station.Update(gameTime); _planet.Update(gameTime); _droneFleet.Update(gameTime, !_station.IsDead); _asteroidField.Update(gameTime, _droneFleet.GetActiveDrone().Position); Global.Camera.updateCameraPositionTarget(_droneFleet.GetActiveDrone().Position + Global.CameraPosition, _droneFleet.GetActiveDrone().Position); // Particles dustParticles.Update(gameTime); UpdateBorder(gameTime); hitmarkerParticles.Update(gameTime); foreach (ExplosionSystem explosion in explosionList) { explosion.Update(gameTime); if (explosion._state == 2) { explosionRemoveList.Add(explosion); } } foreach (var explosion in explosionRemoveList) { explosionList.Remove(explosion); } explosionRemoveList.Clear(); if (_waveBuilder.HasEnded && deadTime <= 0 && _station._health > 0) { Global.HighScorePoints += Global.Money; LoadingScreen.Load(ScreenManager, true, new BackgroundScreen(), new MainMenuScreen(), new HighscoreMenuScreenOnline(true)); } // if station dies go back to MainMenu // TODO: change to EndScreen and HighScore list) if (_station._health <= 0 && deadTime <= 0) { LoadingScreen.Load(ScreenManager, true, new BackgroundScreen(), new MainMenuScreen(), new HighscoreMenuScreenOnline(true)); } CollisionHandling(gameTime); // fading out/in when drone is dead & alive again if (!_droneFleet.GetActiveDrone().IsNotDead) { _deadDroneAlpha = Math.Min(_deadDroneAlpha + 1f / 32, 1); } else { _deadDroneAlpha = Math.Max(_deadDroneAlpha - 1f / 32, 0); } // if fading out is max, respawn if (_actualDeadDroneAlpha >= 1f) { _droneFleet.replaceOldDrone(); Global.HighScorePoints -= 200; _deathCounter++; } } }
//################################# // Update //################################# public override void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) { base.Update(gameTime, otherScreenHasFocus, false); if (once) { if (!voice) { Global.Music.Stop(); voice = true; Global.SpeakerVolume = 0; } if (Global.Music.Finished) { once = false; Global.Music = Global.MusicEngine.Play2D("voice_intro", (Global.MusicVolume * 4 / 10), false); } } SoundDJ(); if (_sphereAlpha > 0.1f) { _sphereAlpha -= 0.001f; } dustParticles.Update(gameTime); // Gradually fade in or out depending on whether we are covered by the pause screen. if (coveredByOtherScreen) { _pauseAlpha = Math.Min(_pauseAlpha + 1f / 32, 1); } else { _pauseAlpha = Math.Max(_pauseAlpha - 1f / 32, 0); } foreach (ExplosionSystem explosion in explosionList) { explosion.Update(gameTime); } // calling update of objects where necessary _station.Update(gameTime); _planet.Update(gameTime); if (movementAllowed) { _droneFleet.Update(gameTime, movementAllowed); _asteroidField.Update(gameTime, _station.Position); } Global.Camera.updateCameraPositionTarget(_droneFleet.GetActiveDrone().Position + Global.CameraPosition, _droneFleet.GetActiveDrone().Position); // if station dies go back to MainMenu // TODO: change to EndScreen and HighScore list) if (_station._health <= 0) { LoadingScreen.Load(ScreenManager, true, new BackgroundScreen(), new MainMenuScreen()); } explosionParticles.Update(gameTime); CollisionHandling(gameTime); UpdateBorder(gameTime); // drone is dead if (!_droneFleet.GetActiveDrone().IsNotDead) { LoadingScreen.Load(ScreenManager, true, new BackgroundScreen(), new MainMenuScreen()); } }