/// <summary> /// creates a game /// </summary> /// <param name="width">width of the window</param> /// <param name="height">height of the window</param> /// <param name="title">titel of the window</param> /// <param name="screen">style of the window</param> public AbstractGame(uint width, uint height, string title, SFML.Window.Styles screen) { win = new RenderWindow(new SFML.Window.VideoMode(width, height), title, screen); win.Closed += (sender, e) => { ((RenderWindow)sender).Close(); }; gameTime = new GameTime(); MouseControler.Initialize(win); KeyboardControler.Initialize(); }
public static void Update(GameTime t) { for(int i = 0; i<Projectiles.Count; ++i) { if (!Projectiles[i].IsAlive) { Projectiles.RemoveAt(i); --i; } else Projectiles[i].Update(t); } }
public override void Update(GameTime gameTime) { Help.Update(gameTime); MouseControler.Update(); KeyboardControler.Update(); if (currentGameState != prevGameState) { HandleGameState(); } currentGameState = gameState.Update(gameTime); }
public static void Update(GameTime gTime) { for (int i = 0; i < Towers.Count; ++i) { if (!Towers[i].IsAlive) { Towers.RemoveAt(i); --i; } else Towers[i].Update(gTime); } }
public void Update(GameTime t) { if (!Target.IsAlive) IsAlive = false; TargetPosition = (Target.Position + Target.Size / 2 - new Vec2f(sprite.Texture.Size.X, sprite.Texture.Size.Y) / 2); sprite.Position = (Vec2f)sprite.Position + (TargetPosition - (Vec2f)sprite.Position).GetNormalized() * MovementSpeed * t.EllapsedTime.Milliseconds; if(TargetPosition.Distance(sprite.Position)<=Help.Epsilon) { Target.DoDamage(Damage); IsAlive = false; } }
public abstract void Update(GameTime gameTime);
public void Update(GameTime gTime) { if (Activated) Shooting(gTime); if(Selected) { sprite.Position = MouseControler.MousePosition - new Vec2f((sprite.Texture.Size.X * sprite.Scale.X)/2, (sprite.Texture.Size.Y * sprite.Scale.Y) / 2); } if (MouseControler.MouseIn(sprite)) { c.Position = (Vec2f)sprite.Position - Range + new Vec2f((sprite.Texture.Size.X * sprite.Scale.X) / 2, (sprite.Texture.Size.Y * sprite.Scale.Y) / 2); } }
protected void Shooting(GameTime gTime) { float currentDistance; foreach (AbstractEnemy enemy in EnemyHandler.Enemies) { currentDistance = this.Position.Distance(enemy.Position); if (!Selected && currentDistance <= Range && timeSpan.CompareTo(gTime.TotalTime) < 0) { new Projectile(Position + new Vec2f((sprite.Texture.Size.X * sprite.Scale.X) / 2, (sprite.Texture.Size.Y * sprite.Scale.Y) / 2), enemy, Damage, ProjectiePath); timeSpan = gTime.TotalTime.Add(Cooldown); break; } } }
public EGameStates Update(GameTime time) { return EGameStates.GameOver; }
public static void Update(GameTime t) { Epsilon = baseEpsilon * t.EllapsedTime.Milliseconds; }
public EGameStates Update(GameTime time) { Console.WriteLine("Existing GameObject Count: " + ExistingGameObjects); try { EnemyHandler.Update(time); TowerHandler.Update(time); ProjectileHandler.Update(time); DisplayTowerStats(); MoneyTxt.DisplayedString = "Money: " + Money; } catch (ArgumentOutOfRangeException) { return EGameStates.GameOver; } return EGameStates.InGame; }
public EGameStates Update(GameTime time) { return ReturnState; }
protected void Animate(GameTime t) { i = (t.TotalTime.Milliseconds / AnimationRate) % AnimationSteps; sprite.Texture = TextureList[i + Movement * AnimationSteps]; }
public void Update(GameTime gTime) { if (IsAlive) { Animate(gTime); LifeBar.Scale = new Vec2f(Life / MaxLife, 1); LifeBar.Position = (Vec2f)sprite.Position + new Vec2f(0, LifeBar.Texture.Size.Y); if (Position.Distance(Verticies[VertexIndex]) < Help.Epsilon) VertexIndex++; sprite.Position = Position + (Verticies[VertexIndex] - Position).GetNormalized() * MovementSpeed * gTime.EllapsedTime.Milliseconds; float x = (Verticies[VertexIndex] - Position).X; float y = (Verticies[VertexIndex] - Position).Y; Vec2i v = new Vec2i((Math.Abs(x) >= 1) ? (int)x / (int)Math.Abs(x) : 0, (Math.Abs(y) >= 1) ? (int)y / (int)Math.Abs(y) : 0); if (v == new Vec2i(1, 0)) Movement = 0; if (v == new Vec2i(-1, 0)) Movement = 1; if (v == new Vec2i(0, -1)) Movement = 2; if (v == new Vec2i(0, 1)) Movement = 3; if (Life <= 0) { IsAlive = false; InGame.Money += Money; } } }
public EGameStates Update(GameTime time) { CheckMouse(); return ReturnState; }