public void Update(ContentManager load_Content, Game1 load_game, Player load_player) { player = load_player; if (EnemyHasWeapon && isAlive) { BasicEnemyBullet(); } for (int i = 0; i < Bullet_list.Count; i++) { Bullet_list[i].Update(load_Content, "graphics/gameplay/projectiles/bullet_e", 5, 16); } if (isAlive && Health != 0) { Content = load_Content; sprite = new Sprite(); sprite.SpriteLoadContent(Texture, Content, position.X, position.Y, Width, Height); sprite.SpriteSetColbox2(); position += direction * speed; } else if (!isResetRemoved) settingScore = true; if (settingScore) { setScore = true; scoreTimer++; } if (scoreTimer >= 2 && settingScore) { setScore = false; } if (setScore) { load_game.UniScore += score; } }
static void Main() { using (var game = new Game1()) game.Run(); }
public void Update(Game1 load_game, Input load_input) { //Misc game1 = load_game; input = load_input; //Universal Buttons //Back Button BackBtn.Update(new Vector2(100, 100)); if (BackBtn.collision.checkcollision(BackBtn.sprite.sprite_colbox, BackBtn.GetMousePos)) if (input.ClickReleased(Input.EClicks.LEFT)) if (Mode == Emodes.LvlSelect) gameMode.Mode = GameMode.EGameMode.MENU; else Mode = Emodes.LvlSelect; //Upgrade Button Enabled //Weapon Upgrade if (game1.UniScore < WeaponUpCost || player.weapons == Player.EWeapons.Ultimate) WepUpBtn.ButtonDisabled = true; else WepUpBtn.ButtonDisabled = false; //Level Select Modes switch (Mode) { case Emodes.LvlSelect: LevelSelect(); break; case Emodes.Upgrade: Upgrades(); break; } }
public void Update(GameMode load_gamemode, Game1 load_game) { game1 = load_game; HeadsUpDisplay.Score = load_game.UniScore; if (IsLevelStartup) LevelStartup(); if (IsReset) LevelReset(); gameTicks.Update(); HeadsUpDisplay.debug_GameTime = gameTicks.Ticks; GT = gameTicks.Ticks; background.Update(); EnemyLayout(); if (HeadsUpDisplay.Health <= 0) { IsReset = true; game1.UniScore = game1.PrevScore; HeadsUpDisplay.Health = ResetHealth; } for (int i = 0; i < enemy.Count; i++) { enemy[i].Update(Content, load_game, player); //Damage Player and Enemy if Collision if (collision.checkcollision(player.player.sprite_colbox, enemy[i].sprite.sprite_colbox)) { HeadsUpDisplay.Health -= 50; enemy[i].isAlive = false; enemy[i].sprite.sprite_colbox = Rectangle.Empty; } //Damage Player and Set Enemy Bullet to false for (int j = 0; j < enemy[i].Bullet_list.Count; j++) { if (collision.checkcollision(player.player.sprite_colbox, enemy[i].Bullet_list[j].bullet_tex.sprite_colbox)) { enemy[i].Bullet_list[j].isAlive = false; enemy[i].Bullet_list[j].bullet_tex.sprite_colbox = Rectangle.Empty; HeadsUpDisplay.Health -= enemy[i].Bullet_list[j].Damage; } } //Damage Enemy and Set Player Bullet to false for (int o = 0; o < player.BulletList.Count; o++) { if (collision.checkcollision(player.BulletList[o].bullet_tex.sprite_colbox, enemy[i].sprite.sprite_colbox)) { player.BulletList[o].isAlive = false; player.BulletList[o].bullet_tex.sprite_colbox = Rectangle.Empty; player.BulletList[o].isHit = true; enemy[i].Health -= player.BulletList[o].Damage; if (enemy[i].Health <= 0) { enemy[i].isAlive = false; enemy[i].sprite.sprite_colbox = Rectangle.Empty; } } } } if (load_gamemode.Mode == GameMode.EGameMode.PLAY) { if (Keyboard.GetState().IsKeyDown(Keys.Escape)) { player.ControlsEnabled = false; IsReset = true; game1.UniScore = game1.PrevScore; load_gamemode.Mode = GameMode.EGameMode.LEVELSELECT; } } }