private void AddUpgradeObjects() { // Randomly generate the position of the upgrade object Vector2 position = new Vector2(random.Next(250, 750), 10); //Vector2 position = new Vector2(random.Next(100, GraphicsDevice.Viewport.Width - 100), GraphicsDevice.Viewport.Height - upgradeObjectTexture.Height / 2); // 50, and -50 represent the area in which they spawn (higher the number the smaller the area, closer to center) UpgradeObject upgradeObject = new UpgradeObject(); upgradeObject.Initialize(GraphicsDevice.Viewport, upgradeObjectTexture, position); upgradeObjects.Add(upgradeObject); /* if (levelUp == true) { upgradeObject.Value = upgradeObject.Value + 10; upgradeObject.upgradeObjectMoveSpeed = upgradeObject.upgradeObjectMoveSpeed + 5; } */ }
/// <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) { KeyboardState keys = Keyboard.GetState(); if(startScreenIsOn == true) { if (keys.IsKeyDown(Keys.Enter)) { startScreenIsOn = false; LoadContent(); } } if(endScreenIsOn == true) { if (keys.IsKeyDown(Keys.Escape)) { Initialize(); } } if (startScreenIsOn == false && endScreenIsOn == false) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // Save the previous state of the keyboard and game pad so we can determinesingle key/button presses // previousGamePadState = currentGamePadState; previousKeyboardState = currentKeyboardState; // Read the current state of the keyboard and gamepad and store it currentKeyboardState = Keyboard.GetState(); //currentGamePadState = GamePad.GetState(PlayerIndex.One); UpgradeObject upgradeObject2 = new UpgradeObject(); Enemy enemy2 = new Enemy(); Projectile projectile2 = new Projectile(); UpdateUpgradeSprite(gameTime); //Update the player UpdatePlayer(gameTime); // Update the parallaxing background bgLayer1.Update(); //bgLayer2.Update(); // Update the enemies UpdateEnemies(gameTime); if (score >= metScore) { levelChange(); } UpdateCollision(); // Update the projectiles UpdateProjectiles(); UpdateUpgradeObjects(gameTime); // Update the explosions UpdateExplosions(gameTime); base.Update(gameTime); } }