Update() public méthode

public Update ( ) : void
Résultat void
Exemple #1
0
        /// <summary>
        /// Zaktualizuj rozmiary i po³o¿enie wszystkich komponentów w zale¿noœci od zmieniaj¹cego siê rozmiaru okna.
        /// </summary>
        /// <param name="gameTime">czas trwania gry</param>
        protected override void Update(GameTime gameTime)
        {
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
            {
                Exit();
            }
            UpdateBackground(Window.ClientBounds.Width, Window.ClientBounds.Height);
            if (ScreenType != ScreenType.Login && _mainMenu == null)
            {
                LoadRestSreens();
            }
            if (Utils.User != null && Utils.User.IsMusic == false)
            {
                if (MediaPlayer.State != MediaState.Paused)
                {
                    MediaPlayer.Pause();
                }
            }
            else
            {
                if (MediaPlayer.State != MediaState.Playing)
                {
                    MediaPlayer.Play(_song);
                }
            }

            switch (ScreenType)
            {
            case ScreenType.MainMenu:
                _mainMenu.Update(gameTime, Window.ClientBounds.Width, Window.ClientBounds.Height);
                break;

            case ScreenType.Settings:
                _settings.Update(gameTime, Window.ClientBounds.Width, Window.ClientBounds.Height);
                break;

            case ScreenType.Help:
                _help.Update(gameTime, Window.ClientBounds.Width, Window.ClientBounds.Height);
                break;

            case ScreenType.HighScores:
                _highScores.Update(gameTime, Window.ClientBounds.Width, Window.ClientBounds.Height);
                break;

            case ScreenType.Game:
                _game.Update(gameTime, Window.ClientBounds.Width, Window.ClientBounds.Height);
                break;

            case ScreenType.LoadGame:
                _loadGame.Update(gameTime, Window.ClientBounds.Width, Window.ClientBounds.Height);
                break;

            case ScreenType.Login:
                _login.Update(gameTime, Window.ClientBounds.Width, Window.ClientBounds.Height);
                break;
            }
            base.Update(gameTime);
        }
Exemple #2
0
        /// <summary>
        /// The base update loop calls update loops corresponding to the current game state
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values</param>
        protected override void Update(GameTime gameTime)
        {
            // Update the game time
            GameTime = gameTime;

            // Switch over the current state
            switch (State)
            {
            // Call the corresponding update functions for each menu
            case GameState.MainMenu:
                MainMenuScreen.Update();
                break;

            case GameState.Instructions:
                InstructionsScreen.Update();
                break;

            case GameState.ModeSelection:
                ModeSelectionScreen.Update();
                break;

            // Game Modes
            case GameState.ClassicGameplay:
                // Create a new gameplay screen if it is null
                if (gameplayScreen == null)
                {
                    gameplayScreen = new GameplayScreen();
                }

                // Update the gameplay screen
                gameplayScreen.Update();
                break;

            // The gameplay screens are identical and differ only in the EnemyManager (what enemies spawn)
            // and PlayerShip (how the player is controlled), meaning GameplayScreen can be used generically
            // in handling all operations regarding drawing and updating gameplay
            case GameState.FreeGameplay:
                if (gameplayScreen == null)
                {
                    gameplayScreen = new GameplayScreen();
                }

                gameplayScreen.Update();
                break;
            }

            // Check to see if the game state is not in gameplay
            if (State != GameState.ClassicGameplay && State != GameState.FreeGameplay)
            {
                // Set the gameplay screen to null since the player ship controls and enemies are agnostic
                // to the current scene. The gameplay screen prevents updates to the player and enemies but
                // will still draw them unless the gameplay screen is reset entirely
                gameplayScreen = null;
            }

            // Update the root update loop
            base.Update(gameTime);
        }
Exemple #3
0
        protected override void Update(GameTime gameTime)
        {
            //第四步

            //time += Convert.ToSingle(gameTime.ElapsedGameTime.TotalSeconds);

            //if (time >= 0.5f && !beginApply)
            //{
            //    beginApply = true;
            //    if (Platform.PlatFormType == PlatFormType.UWP)
            //    {
            //        Session.ChangeDisplay(true);
            //        Platform.GraphicsApplyChanges();
            //    }
            //}

            base.Update(gameTime);
            if (base.IsActive || Session.GlobalVariables.RunWhileNotFocused)
            {
                if (Platform.Current.InputTextNow())
                {
                    return;
                }

                InputManager.Update(Convert.ToSingle(gameTime.ElapsedGameTime.TotalSeconds));

                if (loadingScreen == null)
                {
                    if (mainGameScreen == null)
                    {
                        if (mainMenuScreen == null)
                        {
                        }
                        else
                        {
                            mainMenuScreen.Update(gameTime);
                        }
                    }
                    else
                    {
                        if (isDebug)
                        {
                            mainGameScreen.Update(gameTime);
                        }
                        else
                        {
                            if (String.IsNullOrEmpty(err))
                            {
#if DEBUG
                                mainGameScreen.Update(gameTime);
#else
                                try
                                {
                                    mainGameScreen.Update(gameTime);
                                }
                                catch (Exception ex)
                                {
                                    err = "不好意思,游戏运行出错,点击将返回主菜单,请考虑读取自动存档。\r\n" + ex.Message;
                                    WebTools.TakeWarnMsg("mainGameScreen.Update", "", ex);
                                }
#endif
                            }
                            else
                            {
                                if (InputManager.IsPressed)
                                {
                                    err = "";

                                    //保存當前進度
                                    mainGameScreen.SaveGameAutoPosition();

                                    loadingScreen = new LoadingScreen();
                                    loadingScreen.LoadScreenEvent += (sender0, e0) =>
                                    {
                                        Platform.Sleep(1000);
                                    };
                                }
                            }
                        }
                    }
                }
                else
                {
                    loadingScreen.Update(gameTime);
                }

                //if (AltComboPressed(this.mainGameScreen.KeyState, Microsoft.Xna.Framework.Input.Keys.F4))
                //{
                //    this.TryToExit();
                //}
                //if (AltComboPressed(this.mainGameScreen.KeyState, Microsoft.Xna.Framework.Input.Keys.Enter) && (this.mainGameScreen.PeekUndoneWork().Kind == UndoneWorkKind.None))
                //{
                //    this.mainGameScreen.ToggleFullScreen();
                //}
                //游戏设置中的全屏选项勾选后将多次调用这个方法,界面会闪来闪去
                //只在初始化的时候全屏一次就好啦……

                /*if ((Session.GlobalVariables.FullScreen && !this.mainGameScreen.IsFullScreen) || (!Session.GlobalVariables.FullScreen && this.mainGameScreen.IsFullScreen))
                 * {
                 *  this.mainGameScreen.ToggleFullScreen();
                 * }*/
            }
        }