Example #1
0
        /// <summary>
        /// Reference page contains links to related conceptual articles.
        /// </summary>
        /// <param name="gameTime">Time passed since the last call to Update.</param>
        protected override void Update(GameTime gameTime)
        {
            long delta      = gameTime.ElapsedGameTime.Milliseconds;
            var  inputState = new Input(Keyboard.GetState(), GamePad.GetState(PlayerIndex.One));

            if (_running)
            {
                if (inputState.Escape())
                {
                    _running = false;
                    _menu.SelectedMenuScreen = _menu.MainMenuIndex;
                    return;
                }

                _player.Update(GraphicsDevice, inputState, delta);

                _lastFire += delta;

                if (inputState.Fire())
                {
                    if (_lastFire > _fireTime.Milliseconds)
                    {
                        _lastFire = 0;
                        _shootSound.Play();
                        AddProjectile();
                    }
                }

                UpdateCollisions();
                for (int i = _projectiles.Count - 1; i >= 0; i--)
                {
                    _projectiles[i].Update(GraphicsDevice, inputState, delta);

                    if (_projectiles[i].Active == false)
                    {
                        _projectiles.RemoveAt(i);
                    }
                }


                for (int i = _explosions.Count - 1; i >= 0; i--)
                {
                    _explosions[i].Update(GraphicsDevice, inputState, delta);

                    if (_explosions[i].Active == false)
                    {
                        _explosions.RemoveAt(i);
                    }
                }

                for (int i = _enemies.Count - 1; i >= 0; i--)
                {
                    _enemies[i].Update(GraphicsDevice, inputState, delta);

                    if (_enemies[i].Active == false)
                    {
                        _enemies.RemoveAt(i);
                    }
                    else
                    {
                        if (_enemies[i].LastFired > _fireTime.Milliseconds)
                        {
                            _enemies[i].LastFired = 0;
                            double angle;
                            if (_enemies[i].Accurate)
                            {
                                angle = Math.Atan2(_player.Position.Y - _enemies[i].Position.Y,
                                                   _player.Position.X - _enemies[i].Position.X);
                            }
                            else
                            {
                                angle = _rand.NextDouble() * MathHelper.TwoPi;
                            }

                            Vector2 position = _enemies[i].Position +
                                               new Vector2((float)(32 * Math.Cos(angle)), (float)(32 * Math.Sin(angle)));

                            var projectile = new Projectile();
                            projectile.Initialize(GraphicsDevice.Viewport, _projectileTexture, position, angle,
                                                  ProjectileMoveSpeed, true);
                            _projectiles.Add(projectile);
                        }
                    }
                }

                UpdateAsteroids(delta, inputState);
                base.Update(gameTime);
            }
            else
            {
                _menu.Update(GraphicsDevice, inputState, delta);
            }
        }