Example #1
0
        //protected override void Initialize() {
        //    // TODO: Add your initialization logic here


        //    base.Initialize();
        //}

        //protected override void LoadContent() {
        //    _spriteBatch = new SpriteBatch(GraphicsDevice);

        //    stage = new Vector2(_graphics.PreferredBackBufferWidth,
        //        _graphics.PreferredBackBufferHeight);

        //    ReadLevel(levelName);

        //    Texture2D manTex = game.Content.Load<Texture2D>("Image/jumper");


        //    Vector2 manInitPos = new Vector2(_tiles[0].Position.X + manTex.Width, _tiles[0].Position.Y - manTex.Height);
        //    man = new JumperMan(game, _spriteBatch, manTex, manInitPos, stage);
        //    this.Components.Add(man);



        //    foreach (var i in _tiles) {
        //        CollisionManager cm = new CollisionManager(game,this, man, i, stage);
        //        this.Components.Add(cm);
        //    }


        //    // TODO: use this.Content to load your game content here
        //}

        public override void Update(GameTime gameTime)
        {
            //if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            //    game.Exit();

            if (man.getBoundRect().Bottom >= stage.Y)
            {
                //todo: loose code
                xnaMBox.Show("Jumper", "Game over" + "\nYour score: " + score, new[] { "OK" });
                GoToMenu();
            }

            Rectangle manRectangle = man.getBoundRect();

            explosion.Position = new Vector2(manRectangle.X + manRectangle.Width / 2, manRectangle.Bottom - 10);

            // TODO: Add your update logic here

            base.Update(gameTime);
        }
Example #2
0
        public override void Update(GameTime gameTime)
        {
            Rectangle manRect  = man.getBoundRect();
            Rectangle tileRect = tile.getBoundRect();

            Vector2 bouncy = new Vector2(0, -11);

            if (manRect.Intersects(tileRect) && tile.Enabled)
            {
                man.speed = bouncy;
                jumpEffect.Play();
                main.Explode();
                switch (tile.Type)
                {
                case JumperTile.TileType.fragile:
                    main.score += 3;
                    man.speed   = bouncy;
                    tile.speed  = new Vector2(0, 10);
                    //tile.Visible = false;
                    //tile.Enabled = false;
                    break;

                case JumperTile.TileType.Slide:
                    main.score += 2;
                    break;

                case JumperTile.TileType.Static:
                    main.score++;
                    break;

                default:
                    throw new ArgumentOutOfRangeException();
                }

                if (tile.isLast)
                {
                    //MessageBox.Show("Congrats");
                    main.GoToNextLevel();
                }
            }
        }