Example #1
0
        public void Update(Sprite playerSprite, GameTime gameTime)
        {
            if (IsAlive)
            {
                if (alienSprite.position.X < playerSprite.position.X)
                {
                    alienSprite.position.X++;
                }
                else if (alienSprite.position.X > playerSprite.position.X)
                {
                    alienSprite.position.X--;
                }

                if (alienSprite.position.Y < playerSprite.position.Y)
                {
                    alienSprite.position.Y++;
                }
                else if (alienSprite.position.Y > playerSprite.position.Y)
                {
                    alienSprite.position.Y--;
                }

                alienSprite.Update(gameTime);
            }
        }
Example #2
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 (Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                this.Exit();
            }

            keyboard.Update(Keyboard.GetState(), graphics, player, bullets);

            player.Update(gameTime);

            alien.Update(player, gameTime);

            bullets.Update(gameTime);

            int previousWave = wave;

            wave = asteroids.Update(wave, gameTime);

            if (wave != previousWave)
            {
                counter = 100;
                alien.alienSprite.position = Vector2.Zero;
                alien.LiveAlien();
            }

            lives = collision.Update(graphics, lives);

            base.Update(gameTime);
        }
Example #3
0
        public static void Update(GameTime gameTime)
        {
            float         elapsed    = (float)gameTime.ElapsedGameTime.TotalSeconds;
            KeyboardState keyState   = Keyboard.GetState();
            MouseState    mouseState = Mouse.GetState();
            GamePadState  padState   = GamePad.GetState(PlayerIndex.One);

            switch (AsteroidsGame.ControlStyle)
            {
            case ControlStyles.KBM_RH:
            {
                shipSprite.Velocity = Vector2.Zero;

                // Movement
                if (keyState.IsKeyDown(Keys.W))
                {
                    shipSprite.Velocity += new Vector2(0, -1);
                }
                if (keyState.IsKeyDown(Keys.S))
                {
                    shipSprite.Velocity += new Vector2(0, 1);
                }
                if (keyState.IsKeyDown(Keys.A))
                {
                    shipSprite.Velocity += new Vector2(-1, 0);
                }
                if (keyState.IsKeyDown(Keys.D))
                {
                    shipSprite.Velocity += new Vector2(1, 0);
                }

                shipSprite.Velocity.Normalize();
                shipSprite.Velocity *= playerSpeed;

                fireShotsMouse(mouseState, elapsed);

                pointToMouseCursor(mouseState);
            }
            break;

            case ControlStyles.KBM_LH:
            {
                shipSprite.Velocity = Vector2.Zero;

                // Movement
                if (keyState.IsKeyDown(Keys.O))
                {
                    shipSprite.Velocity += new Vector2(0, -1);
                }
                if (keyState.IsKeyDown(Keys.L))
                {
                    shipSprite.Velocity += new Vector2(0, 1);
                }
                if (keyState.IsKeyDown(Keys.K))
                {
                    shipSprite.Velocity += new Vector2(-1, 0);
                }
                if (keyState.IsKeyDown(Keys.OemSemicolon))
                {
                    shipSprite.Velocity += new Vector2(1, 0);
                }

                shipSprite.Velocity.Normalize();
                shipSprite.Velocity *= playerSpeed;

                fireShotsMouse(mouseState, elapsed);

                pointToMouseCursor(mouseState);
            }
            break;

            case ControlStyles.GamePad:
            {
                shipSprite.Velocity = Vector2.Zero;

                shipSprite.Velocity = new Vector2(
                    padState.ThumbSticks.Left.X,
                    -padState.ThumbSticks.Left.Y);

                shipSprite.Velocity.Normalize();
                shipSprite.Velocity *= playerSpeed;

                fireShotsGamePad(padState, elapsed);

                shipSprite.RotateTo(new Vector2(
                                        padState.ThumbSticks.Right.X,
                                        padState.ThumbSticks.Right.Y) - shipSprite.Position);
            }
            break;
            }

            imposeMovementLimits();
            shipSprite.Update(gameTime);
            shotManager.Update(gameTime);
        }