ApplyPhysics() public method

Updates the player's velocity and position based on input, gravity, etc.
public ApplyPhysics ( GameTime gameTime ) : void
gameTime Microsoft.Xna.Framework.GameTime
return void
Example #1
0
        /// <summary>
        /// Updates all objects in the world, performs collision between them,
        /// and handles the time limit with scoring.
        /// </summary>
        public void Update(
            GameTime gameTime,
            KeyboardState keyboardState,
            GamePadState gamePadState,
            TouchCollection touchState,
            AccelerometerState accelState,
            DisplayOrientation orientation)
        {
            // Pause while the player is dead or time is expired.
            // Pause while the player is dead or time is expired.

            if (!Player.IsAlive || TimeRemaining == TimeSpan.Zero)
            {
                // Still want to perform physics on the player.
                Player.ApplyPhysics(gameTime);
            }
            else if (ReachedExit)
            {
                // Animate the time being converted into points.
                int seconds = (int)Math.Round(gameTime.ElapsedGameTime.TotalSeconds * 100.0f);
                seconds        = Math.Min(seconds, (int)Math.Ceiling(TimeRemaining.TotalSeconds));
                timeRemaining -= TimeSpan.FromSeconds(seconds);
                score         += seconds * PointsPerSecond;
            }
            else
            {
                timeRemaining -= gameTime.ElapsedGameTime;

                Player.Update(gameTime, keyboardState, gamePadState, touchState, accelState, orientation);
                UpdateMovableTiles(gameTime);

                UpdateGems(gameTime);

                // Falling off the bottom of the level kills the player.
                if (Player.BoundingRectangle.Top >= Height * Tile.Height)
                {
                    OnPlayerKilled(null);
                }

                UpdateEnemies(gameTime);

                // The player has reached the exit if they are standing on the ground and
                // his bounding rectangle contains the center of the exit tile. They can only
                // exit when they have collected all of the gems.
                if (Player.IsAlive &&
                    Player.IsOnGround &&
                    Player.BoundingRectangle.Contains(exit))
                {
                    OnExitReached();
                }
            }

            // Clamp the time remaining at zero.
            if (timeRemaining < TimeSpan.Zero)
            {
                timeRemaining = TimeSpan.Zero;
            }
        }
Example #2
0
        /// <summary>
        /// Updates all objects in the world, performs collision between them,
        /// and handles the time limit with scoring.
        /// </summary>
        public void Update(
            GameTime gameTime,
            KeyboardState keyboardState,
            GamePadState gamePadState,
            DisplayOrientation orientation)
        {
            if (IsLoading)
            {
                return;
            }

            if (!initializedLevelStartTime)
            {
                totalTimeLevelStarted     = gameTime.TotalGameTime;
                initializedLevelStartTime = true;
            }

            // record high score at the end of level
            if (Player.PlayerStates[0] == PlayerState.ReachedExit && TimeRemaining == TimeSpan.Zero)
            {
                Player.ReplayData.HighScore = this.Score;
            }

            // Pause while the player is dead or time is expired.
            if (!Player.IsAlive || TimeRemaining == TimeSpan.Zero)
            {
                // Still want to perform physics on the player.
                Player.ApplyPhysics(gameTime);
            }
            else if (ReachedExit)
            {
                // Animate the time being converted into points.
                int milliSeconds = (int)Math.Round(gameTime.ElapsedGameTime.TotalMilliseconds * 100.0f);
                milliSeconds = Math.Min(milliSeconds, (int)Math.Ceiling(TimeRemaining.TotalMilliseconds));


                timeRemaining -= TimeSpan.FromMilliseconds(milliSeconds);
                score         += (int)Math.Round(milliSeconds * (PointsPerSecond / 1000.0));
            }
            else
            {
                timeRemaining -= gameTime.ElapsedGameTime;
                Player.Update(gameTime, keyboardState, gamePadState, orientation);
                UpdateGems(gameTime);

                // Falling off the bottom of the level kills the player.
                for (int i = 0; i < Player.PlayerPositions.Count; i++)
                {
                    if (Player.GetBoundingRectangle(Player.PlayerPositions[i]).Top >= Height * Tile.Height)
                    {
                        OnPlayerKilled(i, null);
                    }
                }

                UpdateEnemies(gameTime);

                // The player has reached the exit if they are standing on the ground and
                // his bounding rectangle contains the center of the exit tile. They can only
                // exit when they have collected all of the gems.
                for (int i = 0; i < Player.PlayerPositions.Count; i++)
                {
                    if (Player.PlayerStates[i] == PlayerState.Alive &&
                        Player.IsOnGround &&
                        Player.GetBoundingRectangle(Player.PlayerPositions[i]).Contains(exit))
                    {
                        OnExitReached(i);
                    }
                }
            }

            // Clamp the time remaining at zero.
            if (timeRemaining < TimeSpan.Zero)
            {
                timeRemaining = TimeSpan.Zero;
            }
        }