Example #1
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 (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed ||
                Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }


            //Conditional statement for mouse left click
            lastMouseState    = currentMouseState;
            currentMouseState = Mouse.GetState();

            if (lastMouseState.LeftButton == ButtonState.Released && currentMouseState.LeftButton == ButtonState.Pressed)
            {
                Mine mine = new Mine(mineSprite, Mouse.GetState().X, Mouse.GetState().Y);       //mine activated at mouses location
                mine.Active = true;
                mineList.Add(mine);
            }
            //Random time between 1-3 seconds
            int randtime = rand.Next(1000, 3001);

            timer += gameTime.ElapsedGameTime.Milliseconds; // Increment the timer by the elapsed game time.

            Vector2 randVect = new Vector2();

            randText   = rand.Next(0, textureList.Count);
            randVect.X = (float)rand.Next(-5, 5) / 10;
            randVect.Y = (float)rand.Next(-5, 5) / 10;
            randX      = rand.Next(0, graphics.PreferredBackBufferWidth - 1);  //random pixel in the windowWidth
            randY      = rand.Next(0, graphics.PreferredBackBufferHeight - 1); //random pixel in the windowHeight
            if (timer >= randtime)                                             // Check to see if X amount of seconds has passed.
            {
                while (randVect.X.Equals(0) && randVect.Y.Equals(0))           //if velocity is 0 give it a new velocity
                {
                    randVect.X = (float)rand.Next(-5, 5) / 10;
                    randVect.Y = (float)rand.Next(-5, 5) / 10;
                }
                bearList.Add(new TeddyBear(textureList[randText], randVect, randX, randY));
                timer = 0; // Reset the timer.
            }


            //checks collisons between bears and mines
            foreach (TeddyBear bear in bearList)
            {
                foreach (Mine mine in mineList)
                {
                    //if the bear and mine are intersecting, there is a collision
                    if (bear.CollisionRectangle.Intersects(mine.CollisionRectangle) && mine.Active && bear.Active)
                    {
                        explosionList.Add(new Explosion(explosionSprite, mine.Location.X, mine.Location.Y));
                        bear.Active = false;
                        mine.Active = false;
                        foreach (Explosion explosion in explosionList)
                        {
                            explosion.Play(mine.Location.X, mine.Location.Y);
                        }
                    }
                }
                bear.Update(gameTime);
            }

            //remove inactive bears and mines
            for (int i = bearList.Count - 1; i >= 0; i--)
            {
                if (!bearList[i].Active)
                {
                    bearList.Remove(bearList[i]);
                }
            }
            for (int i = mineList.Count - 1; i >= 0; i--)
            {
                if (!mineList[i].Active)
                {
                    mineList.Remove(mineList[i]);
                }
            }

            //update explosion
            foreach (Explosion explosion in explosionList)
            {
                if (explosion.Playing)
                {
                    explosion.Update(gameTime);
                }
            }
            base.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)
        {
            timeElapsed += (float)gameTime.ElapsedGameTime.TotalSeconds;

            rndVelocity.X = rnd.Next(-5, 5) / 10.0f;
            rndVelocity.Y = rnd.Next(-5, 5) / 10.0f;

            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            MouseState mouse = Mouse.GetState();

            if (mouse.LeftButton == ButtonState.Pressed)
            {
                activated = true;
            }

            else if ((mouse.LeftButton == ButtonState.Released) && activated)
            {
                mine = new Mine(mineSprite0, mouse.X, mouse.Y);
                if (!mines.Contains(mine))
                {
                    mines.Add(mine);
                }

                activated = false;
            }

            if (timeElapsed >= randomSpawn)
            {
                bear = new TeddyBear(bearSprite0, rndVelocity, rnd.Next(0, 800), rnd.Next(0, 600));
                bears.Add(bear);
                timeElapsed = 0;
            }

            foreach (TeddyBear bear in bears)
            {
                bear.Update(gameTime);
            }

            if ((mines.Count != 0) && (bears.Count != 0))
            {
                for (i = bears.Count - 1; i >= 0; i--)
                {
                    for (a = mines.Count - 1; a >= 0; a--)
                    {
                        if (bears[i].CollisionRectangle.Intersects(mines[a].CollisionRectangle))
                        {
                            explosion       = new Explosion(explosionSprite0, mines[a].CollisionRectangle.X, mines[a].CollisionRectangle.Y);
                            bears[i].Active = !bears[i].Active;
                            mines[a].Active = !mines[a].Active;
                            explosions.Add(explosion);
                            break;
                        }
                    }
                }
            }

            foreach (Explosion explosion in explosions)
            {
                explosion.Update(gameTime);
            }

            for (i = bears.Count - 1; i >= 0; i--)
            {
                if (!bears[i].Active)
                {
                    bears.Remove(bears[i]);
                }
            }

            for (i = mines.Count - 1; i >= 0; i--)
            {
                if (!mines[i].Active)
                {
                    mines.Remove(mines[i]);
                }
            }

            for (i = explosions.Count - 1; i >= 0; i--)
            {
                if (!explosions[i].Playing)
                {
                    explosions.Remove(explosions[i]);
                }
            }

            base.Update(gameTime);
        }
Example #3
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 (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            //Removes all the inactive objects
            for (int i = teddys.Count - 1; i >= 0; i--)
            {
                if (!teddys[i].Active)
                {
                    teddys.RemoveAt(i);
                }
            }

            for (int i = mines.Count - 1; i >= 0; i--)
            {
                if (!mines[i].Active)
                {
                    mines.RemoveAt(i);
                }
            }

            for (int i = explosions.Count - 1; i >= 0; i--)
            {
                if (!explosions[i].Playing)
                {
                    explosions.RemoveAt(i);
                }
            }


            //Creats a mine when you press left mouse button
            MouseState newState = Mouse.GetState();

            if (newState.LeftButton == ButtonState.Pressed && oldState.LeftButton == ButtonState.Released)
            {
                Mine m = new Mine(mine, newState.X, newState.Y);
                mines.Add(m);
            }

            oldState = newState;

            //Creats a teddy bear after the spawn delay time has finished
            if (gameTime.TotalGameTime.Seconds >= spawnDelay)
            {
                spawnDelay += ((rand.Next(3) + 1));

                double    x = (rand.NextDouble() - 0.5);
                double    y = (rand.NextDouble() - 0.5);
                Vector2   v = new Vector2((float)x, (float)y);
                TeddyBear t = new TeddyBear(teddy, v, rand.Next(WindowWidth), rand.Next(WindowHeight));
                teddys.Add(t);
            }

            //Updates the movement of the teddybear
            for (int i = 0; i < teddys.Count; i++)
            {
                teddys[i].Update(gameTime);
            }


            //Creats an explosion each time a teddybear hits a bomb
            if (teddys.Count > 0 && mines.Count > 0)
            {
                foreach (TeddyBear t in teddys)
                {
                    if (t.Active)
                    {
                        foreach (Mine m in mines)
                        {
                            if (m.Active)
                            {
                                Rectangle mineRect = m.CollisionRectangle;
                                if (t.CollisionRectangle.Intersects(mineRect))
                                {
                                    t.Active = false;
                                    m.Active = false;
                                    Explosion e = new Explosion(explosion, t.Location.X, t.Location.Y);
                                    explosions.Add(e);
                                }
                            }
                        }
                    }
                }
            }



            base.Update(gameTime);
        }