/// <summary> /// Allows the game component to update itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> public override void Update(GameTime gameTime) { // TODO: Add your update code here if (timer % 60 == 0) { bullet = new EnemyBullet(this.Game, spriteBatch, new Vector2(position.X + tex.Width / 2 - 30, position.Y + tex.Height / 2 - 30), 5, 5, Game.Content.Load <Texture2D>("Images/bullet1"), Color.Yellow); bullet2 = new EnemyBullet(this.Game, spriteBatch, new Vector2(position.X + tex.Width / 2 - 30, position.Y - tex.Height / 2 + 30), 5, -5, Game.Content.Load <Texture2D>("Images/bullet1"), Color.Yellow); bullet3 = new EnemyBullet(this.Game, spriteBatch, new Vector2(position.X - tex.Width / 2 - 30, position.Y + tex.Height / 2 + 30), -5, 5, Game.Content.Load <Texture2D>("Images/bulletE"), Color.Yellow); bullet4 = new EnemyBullet(this.Game, spriteBatch, new Vector2(position.X - tex.Width / 2 + 30, position.Y - tex.Height / 2 + 30), -5, -5, Game.Content.Load <Texture2D>("Images/bulletE"), Color.Yellow); boss2BulletList.Add(bullet); Game.Components.Add(bullet); boss2BulletList.Add(bullet2); Game.Components.Add(bullet2); boss2BulletList.Add(bullet3); Game.Components.Add(bullet3); boss2BulletList.Add(bullet4); Game.Components.Add(bullet4); } rotationFactor += rotationChange; position = position + speed; if (RotationFactor >= MathHelper.Pi * 2) { RotationFactor = 0; } if (position.Y < 0) { speed = new Vector2(speed.X, Math.Abs(speed.Y)); } if (position.Y > Shared.stage.Y) { speed = new Vector2(speed.X, -Math.Abs(speed.Y)); } if (position.X < 0) { speed = new Vector2(Math.Abs(speed.X), speed.Y); } if (position.X > Shared.stage.X) { speed = new Vector2(-Math.Abs(speed.X), speed.Y); } timer++; if (Boss2Live <= 0) { EnemyBoss2.dead = true; bullet.Visible = false; bullet.Enabled = false; bullet2.Visible = false; bullet2.Enabled = false; bullet3.Visible = false; bullet3.Enabled = false; bullet4.Visible = false; bullet4.Enabled = false; Visible = false; Enabled = false; position = new Vector2(-2000, -2000); this.Dispose(); } base.Update(gameTime); }
/// <summary> /// Allows the game component to update itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> public override void Update(GameTime gameTime) { // TODO: Add your update code here if (position.X > 800) { position.X -= speed.X; } if (speed.Y > 0 & position.Y > Shared.stage.Y - tex.Height / 2) { speed.Y = -Math.Abs(speed.Y); } else if (speed.Y < 0 && position.Y <= tex.Height / 2) { speed.Y = Math.Abs(speed.Y); } position.Y += speed.Y; timer++; if (timer % 55 == 0) { bullet = new EnemyBullet(this.Game, spriteBatch, new Vector2(position.X - tex.Width / 2, position.Y - 15), -10, 0, Game.Content.Load <Texture2D>("Images/bulletE"), Color.Yellow); bullet2 = new EnemyBullet(this.Game, spriteBatch, new Vector2(position.X - tex.Width / 2, position.Y + 35), -10, -5, Game.Content.Load <Texture2D>("Images/bulletE"), Color.Yellow); bullet3 = new EnemyBullet(this.Game, spriteBatch, new Vector2(position.X - tex.Width / 2, position.Y - 35), -10, 5, Game.Content.Load <Texture2D>("Images/bulletE"), Color.Yellow); bullet4 = new EnemyBullet(this.Game, spriteBatch, new Vector2(position.X - tex.Width / 2, position.Y + 15), -10, 0, Game.Content.Load <Texture2D>("Images/bulletE"), Color.Yellow); boss1BulletList.Add(bullet); Game.Components.Add(bullet); boss1BulletList.Add(bullet2); Game.Components.Add(bullet2); boss1BulletList.Add(bullet3); Game.Components.Add(bullet3); boss1BulletList.Add(bullet4); Game.Components.Add(bullet4); } if (boss1Live <= 0) { ActionScene1.score += 1000; EnemyBoss1.dead = true; bullet.Visible = false; bullet.Enabled = false; bullet2.Visible = false; bullet2.Enabled = false; bullet3.Visible = false; bullet3.Enabled = false; bullet4.Visible = false; bullet4.Enabled = false; Visible = false; Enabled = false; position = new Vector2(-2000, -2000); this.Dispose(); } base.Update(gameTime); }
public CollisionManager(Game game, List <ShipBullet> bulletList, Ship ship, EnemyBullet enemyBullet, List <EnemyBullet> enemyBulletList, List <EnemyShip> enemyList, EnemyBoss1 boss1, List <EnemyBullet> boss1BulletList) : base(game) { // TODO: Construct any child components here this.bulletList = bulletList; this.enemyBulletList = enemyBulletList; this.ship = ship; this.enemyBullet = enemyBullet; this.enemyList = enemyList; this.boss1 = boss1; this.boss1BulletList = boss1BulletList; }