Exemple #1
0
        /// <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)
        {
            // Allows  the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed ||
                Keyboard.GetState().IsKeyDown(Keys.Escape))
                this.Exit();

            // get current mouse state and update burger
            //MouseState mouse = Mouse.GetState();
            //burger.Update(gameTime, mouse);

            // get current keyboard state and update burger
            KeyboardState keyboard = Keyboard.GetState();
            burger.Update(gameTime, keyboard);

            // update other game objects
            foreach (TeddyBear bear in bears)
            {
                bear.Update(gameTime);

            }
            foreach (Projectile projectile in projectiles)
            {
                projectile.Update(gameTime);
            }
            foreach (Explosion explosion in explosions)
            {
                explosion.Update(gameTime);
            }

            // check and resolve collisions between teddy bears
            for (int i = 0; i < bears.Count; i++)
            {
                for (int n = i + 1; n < bears.Count; n++)
                {
                    if (bears[i].Active && bears[n].Active)
                    {
                        CollisionResolutionInfo collisionsBetweenTeddyBears =
                            CollisionUtils.CheckCollision(
                            gameTime.ElapsedGameTime.Milliseconds,
                            GameConstants.WINDOW_WIDTH,
                             GameConstants.WINDOW_HEIGHT,
                            bears[i].Velocity, bears[i].DrawRectangle,
                            bears[n].Velocity, bears[n].DrawRectangle);
                        if (collisionsBetweenTeddyBears != null)
                        {
                            if (collisionsBetweenTeddyBears.FirstOutOfBounds)
                            bears[i].Active = false;
                            else
                            {
                                bears[i].Velocity = collisionsBetweenTeddyBears.FirstVelocity;
                                bears[i].DrawRectangle = collisionsBetweenTeddyBears.FirstDrawRectangle;
                                teddyBounce.Play();
                            }

                            if (collisionsBetweenTeddyBears.SecondOutOfBounds)
                                bears[n].Active = false;
                            else
                            {
                                bears[n].Velocity = collisionsBetweenTeddyBears.SecondVelocity;
                                bears[n].DrawRectangle = collisionsBetweenTeddyBears.SecondDrawRectangle;

                            }
                        }

                    }
                }
            }

            // check and resolve collisions between burger and teddy bears
            foreach (TeddyBear bear in bears)
            {
                if (bear.Active &&
                    bear.CollisionRectangle.Intersects(burger.CollisionRectangle))
                {
                    burger.Health = burger.Health - GameConstants.BEAR_DAMAGE;
                    bear.Active = false;
                    burgerDamage.Play();
                    CheckBurgerKill();
                    healthString = GameConstants.HEALTH_PREFIX + burger.Health;

                    Explosion explosion = new Explosion(explosionSpriteStrip,
                            bear.Location.X, bear.Location.Y, this.explosion);
                    explosions.Add(explosion);
                }
            }

            // check and resolve collisions between burger and projectiles
            foreach (Projectile projectile in projectiles)
            {
                if (projectile.Type == ProjectileType.TeddyBear &&
                    projectile.Active &&
                    projectile.CollisionRectangle.Intersects(burger.CollisionRectangle))
                {
                    projectile.Active = false;
                    burger.Health = burger.Health - GameConstants.TEDDY_BEAR_PROJECTILE_DAMAGE;
                    burgerDamage.Play();
                    CheckBurgerKill();
                    healthString = GameConstants.HEALTH_PREFIX + burger.Health;
                }
            }

            // check and resolve collisions between teddy bears and projectiles
            foreach (TeddyBear bear in bears)
            {
                foreach (Projectile projectile in projectiles)
                {
                    if (projectile.Type == ProjectileType.FrenchFries &&
                        bear.Active && projectile.Active &&
                        bear.CollisionRectangle.Intersects
                            (projectile.CollisionRectangle))
                    {
                        bear.Active = false;
                        projectile.Active = false;

                        Explosion explosion = new Explosion(explosionSpriteStrip,
                            bear.Location.X, bear.Location.Y, this.explosion);

                        explosions.Add(explosion);

                        score += GameConstants.BEAR_POINTS;
                        scoreString = GameConstants.SCORE_PREFIX + score;
                    }
                }
            }

            // clean out inactive teddy bears and add new ones as necessary
            for (int i = bears.Count-1; i>= 0; i--)
                if (!bears[i].Active)
                    bears.RemoveAt(i);

            while (bears.Count< GameConstants.MAX_BEARS)
                SpawnBear();

            // clean out inactive projectiles
            for (int i = projectiles.Count - 1; i >= 0; i--)
                if (!projectiles[i].Active)
                    projectiles.RemoveAt(i);

            // clean out finished explosions
            for (int i = explosions.Count - 1; i >= 0; i--)
                if (explosions[i].Finished)
                    explosions.RemoveAt(i);

            base.Update(gameTime);
        }
Exemple #2
0
        /// <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)
        {
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            // get current mouse state and update burger
            MouseState    mouse = Mouse.GetState();
            KeyboardState key   = Keyboard.GetState();

            burger.Update(gameTime, key);

            // update other game objects
            foreach (TeddyBear bear in bears)
            {
                bear.Update(gameTime);
            }
            foreach (Projectile projectile in projectiles)
            {
                projectile.Update(gameTime);
            }
            foreach (Explosion explosion in explosions)
            {
                explosion.Update(gameTime);
            }

            // check and resolve collisions between teddy bears
            for (int i = 0; i < bears.Count; i++)
            {
                for (int j = i + 1; j < bears.Count; j++)
                {
                    if (bears[i].Active && bears[j].Active)
                    {
                        CollisionResolutionInfo cri = CollisionUtils.CheckCollision(gameTime.ElapsedGameTime.Milliseconds, GameConstants.WindowWidth, GameConstants.WindowHeight,
                                                                                    bears[i].Velocity, bears[i].DrawRectangle, bears[j].Velocity, bears[j].DrawRectangle);

                        if (cri != null)
                        {
                            if (cri.FirstOutOfBounds)
                            {
                                bears[i].Active = false;
                            }
                            else
                            {
                                bears[i].DrawRectangle = cri.FirstDrawRectangle;
                                bears[i].Velocity      = cri.FirstVelocity;
                            }


                            if (cri.SecondOutOfBounds)
                            {
                                bears[j].Active = false;
                            }
                            else
                            {
                                bears[j].DrawRectangle = cri.SecondDrawRectangle;
                                bears[j].Velocity      = cri.SecondVelocity;
                            }
                            teddyBounce.Play();
                        }
                    }
                }
            }

            // check and resolve collisions between burger and teddy bears
            foreach (var collisionBear in bears)
            {
                if (collisionBear.Active)
                {
                    if (collisionBear.CollisionRectangle.Intersects(burger.CollisionRectangle))
                    {
                        burger.Health       -= GameConstants.BearDamage;
                        collisionBear.Active = false;
                        // Explode!
                        Explosion e = new Explosion(explosionSpriteStrip, collisionBear.Location.X, collisionBear.Location.Y);
                        explosions.Add(e);
                        explosion.Play();
                        // Set burger health string
                        healthString = GameConstants.HealthPrefix + burger.Health;
                        // Sound!
                        burgerDamage.Play();
                        CheckBurgerKill();
                    }
                }
            }

            // check and resolve collisions between burger and projectiles
            foreach (var projectile in projectiles)
            {
                if (projectile.Active && projectile.Type == ProjectileType.TeddyBear)
                {
                    if (projectile.CollisionRectangle.Intersects(burger.CollisionRectangle))
                    {
                        burger.Health    -= GameConstants.TeddyBearProjectileDamage;
                        projectile.Active = false;
                        // Set burger health string
                        healthString = GameConstants.HealthPrefix + burger.Health;
                        // Sound!
                        burgerDamage.Play();
                    }
                }
            }

            // check and resolve collisions between teddy bears and projectiles
            foreach (var bear in bears)
            {
                foreach (var proj in projectiles)
                {
                    if (bear.CollisionRectangle.Intersects(proj.CollisionRectangle) && proj.Type == ProjectileType.FrenchFries)
                    {
                        bear.Active = false;
                        proj.Active = false;
                        // Explode!
                        Explosion e = new Explosion(explosionSpriteStrip, bear.Location.X, bear.Location.Y);
                        explosions.Add(e);
                        explosion.Play();

                        // Update score
                        score      += GameConstants.BearPoints;
                        scoreString = GameConstants.ScorePrefix + score;
                    }
                }
            }

            // clean out inactive teddy bears and add new ones as necessary
            for (int i = bears.Count - 1; i >= 0; i--)
            {
                if (!bears[i].Active)
                {
                    bears.RemoveAt(i);
                }
            }
            // Add new bears
            while (bears.Count < GameConstants.MaxBears)
            {
                SpawnBear();
            }

            // clean out inactive projectiles
            for (int i = projectiles.Count - 1; i >= 0; i--)
            {
                if (!projectiles[i].Active)
                {
                    projectiles.RemoveAt(i);
                }
            }

            // clean out finished explosions
            for (int i = explosions.Count - 1; i >= 0; i--)
            {
                if (explosions[i].Finished)
                {
                    explosions.RemoveAt(i);
                }
            }

            base.Update(gameTime);
        }
Exemple #3
0
        /// <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)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed ||
                Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                this.Exit();
            }

            // get current mouse state and update burger
            MouseState mouse = Mouse.GetState();

            burger.Update(gameTime, mouse);

            // update other game objects
            foreach (TeddyBear bear in bears)
            {
                bear.Update(gameTime);
            }
            foreach (Projectile projectile in projectiles)
            {
                projectile.Update(gameTime);
            }
            foreach (Explosion explosion in explosions)
            {
                explosion.Update(gameTime);
            }

            // check and resolve collisions between teddy bears
            for (int i = 0; i < bears.Count; i++)
            {
                for (int j = i + 1; j < bears.Count - 1; j++)
                {
                    if (bears[i].Active && bears[j].Active)
                    {
                        CollisionResolutionInfo teddyCollision = CollisionUtils.CheckCollision(gameTime.ElapsedGameTime.Milliseconds, GameConstants.WINDOW_WIDTH, GameConstants.WINDOW_HEIGHT, bears[i].Velocity, bears[i].CollisionRectangle, bears[j].Velocity, bears[j].CollisionRectangle);

                        if (teddyCollision != null)
                        {
                            if (teddyCollision.FirstOutOfBounds)
                            {
                                bears[i].Active = false;
                            }
                            else if (!teddyCollision.FirstOutOfBounds)
                            {
                                bears[i].Velocity      = teddyCollision.FirstVelocity;
                                bears[i].DrawRectangle = teddyCollision.FirstDrawRectangle;
                            }
                            if (teddyCollision.SecondOutOfBounds)
                            {
                                bears[j].Active = false;
                            }
                            else if (!teddyCollision.SecondOutOfBounds)
                            {
                                bears[j].Velocity      = teddyCollision.SecondVelocity;
                                bears[j].DrawRectangle = teddyCollision.SecondDrawRectangle;
                            }
                        }
                    }
                }
            }

            // check and resolve collisions between burger and teddy bears
            foreach (TeddyBear bear in bears)
            {
                if (bear.Active == true &&
                    bear.CollisionRectangle.Intersects(burger.CollisionRectangle))
                {
                    burger.Health -= GameConstants.BEAR_DAMAGE;
                    bear.Active    = false;
                    Explosion explosion = new Explosion(explosionSpriteStrip, bear.Location.X, bear.Location.Y);
                    explosions.Add(explosion);
                }
            }

            // check and resolve collisions between burger and projectiles
            foreach (Projectile projectile in projectiles)
            {
                if (projectile.Type == ProjectileType.TeddyBear && projectile.Active &&
                    burger.CollisionRectangle.Intersects(projectile.CollisionRectangle))
                {
                    burger.Health    -= GameConstants.TEDDY_BEAR_PROJECTILE_DAMAGE;
                    projectile.Active = false;
                    explosions.Add(new Explosion(explosionSpriteStrip, burger.CollisionRectangle.Center.X, burger.CollisionRectangle.Center.Y));
                }
            }

            // check and resolve collisions between teddy bears and projectiles
            foreach (TeddyBear bear in bears)
            {
                foreach (Projectile projectile in projectiles)
                {
                    if (projectile.Type == ProjectileType.FrenchFries && bear.Active && projectile.Active &&
                        bear.CollisionRectangle.Intersects(projectile.CollisionRectangle))
                    {
                        bear.Active       = false;
                        projectile.Active = false;
                        explosions.Add(new Explosion(explosionSpriteStrip, bear.CollisionRectangle.Center.X, bear.CollisionRectangle.Center.Y));
                    }
                }
            }


            // clean out inactive teddy bears and add new ones as necessary
            for (int i = bears.Count - 1; i >= 0; i--)
            {
                if (bears[i].Active == false)
                {
                    bears.RemoveAt(i);
                }
                if (bears.Count < GameConstants.MAX_BEARS)
                {
                    SpawnBear();
                }
            }

            // clean out inactive projectiles
            for (int i = projectiles.Count - 1; i >= 0; i--)
            {
                if (projectiles[i].Active == false)
                {
                    projectiles.RemoveAt(i);
                }
            }

            // clean out finished explosions

            base.Update(gameTime);
        }
Exemple #4
0
        /// <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)
        {
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            // get current mouse state and update burger
            MouseState    mouse    = Mouse.GetState();
            KeyboardState keyboard = Keyboard.GetState();

            //burger.Update(gameTime, mouse);
            burger.Update(gameTime, keyboard);

            // update other game objects
            foreach (TeddyBear bear in bears)
            {
                bear.Update(gameTime);
            }
            foreach (Projectile projectile in projectiles)
            {
                projectile.Update(gameTime);
            }
            foreach (Explosion explosion in explosions)
            {
                explosion.Update(gameTime);
            }

            // check and resolve collisions between teddy bears
            for (int i = 0; i < bears.Count; i++)
            {
                for (int j = i + 1; j < bears.Count; j++)
                {
                    // bear1 and bear2 active, resolve collisions
                    if (bears[i].Active && bears[j].Active)
                    {
                        CollisionResolutionInfo collisionInfo = CollisionUtils.CheckCollision(gameTime.ElapsedGameTime.Milliseconds,
                                                                                              GameConstants.WindowWidth, GameConstants.WindowHeight, bears[i].Velocity, bears[i].CollisionRectangle, bears[j].Velocity, bears[j].CollisionRectangle);
                        if (collisionInfo != null)
                        {
                            if (collisionInfo.FirstOutOfBounds)
                            {
                                bears[i].Active = false;
                            }
                            else
                            {
                                bears[i].DrawRectangle = collisionInfo.FirstDrawRectangle;
                                bears[i].Velocity      = collisionInfo.FirstVelocity;
                            }

                            if (collisionInfo.SecondOutOfBounds)
                            {
                                bears[j].Active = false;
                            }
                            else
                            {
                                bears[j].DrawRectangle = collisionInfo.SecondDrawRectangle;
                                bears[j].Velocity      = collisionInfo.SecondVelocity;
                            }

                            teddyBounce.Play();
                        }
                    }
                }
            }

            // check and resolve collisions between burger and teddy bears
            foreach (TeddyBear bear in bears)
            {
                if (bear.Active && bear.CollisionRectangle.Intersects(burger.CollisionRectangle))
                {
                    // process burger damaged by teddy bear
                    burger.Health -= GameConstants.BearDamage;
                    bear.Active    = false;
                    Explosion explosion = new Explosion(explosionSpriteStrip, bear.Location.X, bear.Location.Y, explosionSound);
                    explosions.Add(explosion);
                    healthString = GameConstants.HealthPrefix + burger.Health;
                    burgerDamage.Play();

                    // check burger health
                    CheckBurgerKill();
                }
            }

            // check and resolve collisions between burger and projectiles
            foreach (Projectile projectile in projectiles)
            {
                if (projectile.Type == ProjectileType.TeddyBear && projectile.Active &&
                    projectile.CollisionRectangle.Intersects(burger.CollisionRectangle))
                {
                    // process burger damaged by projectile
                    projectile.Active = false;
                    burger.Health    -= GameConstants.TeddyBearProjectileDamage;
                    healthString      = GameConstants.HealthPrefix + burger.Health;
                    burgerDamage.Play();

                    // check burger health
                    CheckBurgerKill();
                }
            }

            // check and resolve collisions between teddy bears and projectiles
            foreach (TeddyBear bear in bears)
            {
                foreach (Projectile projectile in projectiles)
                {
                    if (bear.Active && projectile.Active && projectile.Type == ProjectileType.FrenchFries &&
                        bear.CollisionRectangle.Intersects(projectile.CollisionRectangle))
                    {
                        // colliding, then disable both bear and projectile
                        bear.Active       = false;
                        projectile.Active = false;
                        int explosionX = bear.CollisionRectangle.Center.X;
                        int explosionY = bear.CollisionRectangle.Center.Y;

                        // Blow up teddy bear
                        Explosion explosion = new Explosion(explosionSpriteStrip, explosionX, explosionY, explosionSound);
                        explosions.Add(explosion);

                        // score points
                        score      += GameConstants.BearPoints;
                        scoreString = GameConstants.ScorePrefix + score;
                    }
                }
            }
            // clean out inactive teddy bears and add new ones as necessary
            for (int i = bears.Count - 1; i >= 0; i--)
            {
                if (!bears[i].Active)
                {
                    bears.RemoveAt(i);
                }
            }
            // spawn enough teddy bears to fill the ranks
            while (bears.Count <= GameConstants.MaxBears)
            {
                SpawnBear();
            }

            // clean out inactive projectiles
            for (int i = projectiles.Count - 1; i >= 0; i--)
            {
                if (!projectiles[i].Active)
                {
                    projectiles.RemoveAt(i);
                }
            }

            // clean out finished explosions
            for (int i = explosions.Count - 1; i >= 0; i--)
            {
                if (explosions[i].Finished)
                {
                    explosions.RemoveAt(i);
                }
            }
            base.Update(gameTime);
        }
        /// <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)
        {
            // For Mobile devices, this logic will close the Game when the Back button is pressed
            // Exit() is obsolete on iOS
                        #if !__IOS__
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed ||
                Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }
                        #endif

            // get current keyboard state and update burger
            burger.Update(gameTime, Keyboard.GetState());

            // update other game objects
            foreach (TeddyBear bear in bears)
            {
                bear.Update(gameTime);
            }

            foreach (Projectile projectile in projectiles)
            {
                projectile.Update(gameTime);
            }

            foreach (Explosion explosion in explosions)
            {
                explosion.Update(gameTime);
            }

            // check and resolve collisions between teddy bears
            for (int i = 0; i < bears.Count; i++)
            {
                if (!bears[i].Active)
                {
                    continue;
                }

                for (int j = i + 1; j < bears.Count; j++)
                {
                    if (!bears[j].Active)
                    {
                        continue;
                    }

                    CollisionResolutionInfo collisionResult = CollisionUtils.CheckCollision(
                        gameTime.ElapsedGameTime.Milliseconds,
                        GameConstants.WindowWidth,
                        GameConstants.WindowHeight,
                        bears[i].Velocity, bears[i].DrawRectangle,
                        bears[j].Velocity, bears[j].DrawRectangle);

                    if (collisionResult == null)
                    {
                        continue;
                    }

                    if (collisionResult.FirstOutOfBounds)
                    {
                        bears[i].Active = false;
                    }
                    else
                    {
                        bears[i].Velocity      = collisionResult.FirstVelocity;
                        bears[i].DrawRectangle = collisionResult.FirstDrawRectangle;
                    }

                    if (collisionResult.SecondOutOfBounds)
                    {
                        bears[j].Active = false;
                    }
                    else
                    {
                        bears[j].Velocity      = collisionResult.SecondVelocity;
                        bears[j].DrawRectangle = collisionResult.SecondDrawRectangle;
                    }

                    teddyBounce.Play();
                }
            }

            // check and resolve collisions between burger and teddy bears
            foreach (TeddyBear bear in bears)
            {
                if (!bear.Active)
                {
                    continue;
                }

                if (bear.CollisionRectangle.Intersects(burger.CollisionRectangle))
                {
                    burger.Health = burger.Health - GameConstants.BearDamage;
                    bear.Active   = false;

                    Explosion exp = new Explosion(explosionSpriteStrip, bear.Location.X,
                                                  bear.Location.Y, explosion);
                    explosions.Add(exp);

                    healthString = GameConstants.HealthPrefix + burger.Health;

                    burgerDamage.Play();

                    CheckBurgerKill();
                }
            }

            // check and resolve collisions between burger and projectiles
            foreach (Projectile projectile in projectiles)
            {
                if (!projectile.Active || projectile.Type != ProjectileType.TeddyBear)
                {
                    continue;
                }

                if (projectile.CollisionRectangle.Intersects(burger.CollisionRectangle))
                {
                    projectile.Active = false;
                    burger.Health     = burger.Health - GameConstants.TeddyBearProjectileDamage;

                    healthString = GameConstants.HealthPrefix + burger.Health;

                    burgerDamage.Play();

                    CheckBurgerKill();
                }
            }

            // check and resolve collisions between teddy bears and projectiles
            foreach (TeddyBear teddy in bears)
            {
                if (!teddy.Active)
                {
                    continue;
                }

                foreach (Projectile projectile in projectiles)
                {
                    if (!projectile.Active || projectile.Type != ProjectileType.FrenchFries)
                    {
                        continue;
                    }

                    if (teddy.CollisionRectangle.Intersects(projectile.CollisionRectangle))
                    {
                        teddy.Active      = false;
                        projectile.Active = false;

                        Explosion exp = new Explosion(explosionSpriteStrip, teddy.Location.X,
                                                      teddy.Location.Y, explosion);
                        explosions.Add(exp);

                        score      += GameConstants.BearPoints;
                        scoreString = GameConstants.ScorePrefix + score;
                    }
                }
            }

            // clean out inactive teddy bears and add new ones as necessary
            for (int i = bears.Count - 1; i >= 0; i--)
            {
                if (!bears[i].Active)
                {
                    bears.RemoveAt(i);
                }
            }

            // Spawn new teddy bears
            while (bears.Count < GameConstants.MaxBears)
            {
                SpawnBear();
            }

            // clean out inactive projectiles
            for (int i = projectiles.Count - 1; i >= 0; i--)
            {
                if (!projectiles[i].Active)
                {
                    projectiles.RemoveAt(i);
                }
            }

            // clean out finished explosions
            for (int i = explosions.Count - 1; i >= 0; i--)
            {
                if (explosions[i].Finished)
                {
                    explosions.RemoveAt(i);
                }
            }

            base.Update(gameTime);
        }
Exemple #6
0
        /// <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)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed ||
                Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                this.Exit();
            }

            //// get current mouse state and update burger
            //MouseState mouseState = Mouse.GetState();
            //burger.Update(gameTime, mouseState);
            // get current keyboard state and update burger
            KeyboardState keyboardState = Keyboard.GetState();

            burger.Update(gameTime, keyboardState);

            // update other game objects
            foreach (TeddyBear bear in bears)
            {
                bear.Update(gameTime);
            }
            foreach (Projectile projectile in projectiles)
            {
                projectile.Update(gameTime);
            }
            foreach (Explosion explosion in explosions)
            {
                explosion.Update(gameTime);
            }

            // check and resolve collisions between teddy bears
            for (int i = 0; i < bears.Count; i++)
            {
                for (int j = i + 1; j < bears.Count; j++)
                {
                    if (bears[i].Active && bears[j].Active)
                    {
                        CollisionResolutionInfo info = CollisionUtils.CheckCollision(gameTime.ElapsedGameTime.Milliseconds, GameConstants.WINDOW_WIDTH, GameConstants.WINDOW_HEIGHT, bears[i].Velocity, bears[i].DrawRectangle, bears[j].Velocity, bears[j].DrawRectangle);
                        if (info != null)
                        {
                            if (info.FirstOutOfBounds)
                            {
                                bears[i].Active = false;
                            }
                            else
                            {
                                bears[i].Velocity      = info.FirstVelocity;
                                bears[i].DrawRectangle = info.FirstDrawRectangle;
                                teddyBounce.Play();
                            }
                            if (info.SecondOutOfBounds)
                            {
                                bears[j].Active = false;
                            }
                            else
                            {
                                bears[j].Velocity      = info.SecondVelocity;
                                bears[j].DrawRectangle = info.SecondDrawRectangle;
                                teddyBounce.Play();
                            }
                        }
                    }
                }
            }

            // check and resolve collisions between burger and teddy bears
            foreach (TeddyBear bear in bears)
            {
                if (bear.Active && bear.CollisionRectangle.Intersects(burger.CollisionRectangle))
                {
                    bear.Active    = false;
                    burger.Health -= GameConstants.BEAR_DAMAGE;
                    healthString   = GameConstants.HEALTH_PREFIX + burger.Health;
                    burgerDamage.Play();
                    CheckBurgerKill();
                    Explosion explosion = new Explosion(explosionSpriteStrip, bear.Location.X, bear.Location.Y, this.explosion);
                    explosions.Add(explosion);
                }
            }

            // check and resolve collisions between burger and projectiles
            foreach (Projectile projectile in projectiles)
            {
                if (projectile.Type == ProjectileType.TeddyBear)
                {
                    if (projectile.Active && burger.CollisionRectangle.Intersects(projectile.CollisionRectangle))
                    {
                        projectile.Active = false;
                        burger.Health    -= GameConstants.TEDDY_BEAR_PROJECTILE_DAMAGE;
                        healthString      = GameConstants.HEALTH_PREFIX + burger.Health;
                        burgerDamage.Play();
                        CheckBurgerKill();
                    }
                }
            }

            // check and resolve collisions between teddy bears and projectiles
            foreach (TeddyBear bear in bears)
            {
                foreach (Projectile projectile in projectiles)
                {
                    if (projectile.Type == ProjectileType.FrenchFries)
                    {
                        if (bear.Active && projectile.Active && bear.CollisionRectangle.Intersects(projectile.CollisionRectangle))
                        {
                            bear.Active       = false;
                            projectile.Active = false;
                            Explosion explosion = new Explosion(explosionSpriteStrip, bear.Location.X, bear.Location.Y, this.explosion);
                            explosions.Add(explosion);
                            score      += GameConstants.BEAR_POINTS;
                            scoreString = GameConstants.SCORE_PREFIX + score;
                        }
                    }
                }
            }

            // clean out inactive teddy bears
            for (int i = bears.Count - 1; i >= 0; i--)
            {
                if (!bears[i].Active)
                {
                    bears.RemoveAt(i);
                }
            }

            // add new teddy bears as necessary
            while (bears.Count < GameConstants.MAX_BEARS)
            {
                SpawnBear();
            }

            // clean out inactive projectiles
            for (int i = projectiles.Count - 1; i >= 0; i--)
            {
                if (!projectiles[i].Active)
                {
                    projectiles.RemoveAt(i);
                }
            }

            // clean out finished explosions
            for (int i = explosions.Count - 1; i >= 0; i--)
            {
                if (explosions[i].Finished)
                {
                    explosions.RemoveAt(i);
                }
            }

            base.Update(gameTime);
        }
Exemple #7
0
        /// <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)
        {
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            // get current mouse state and update burger
            MouseState mouse = Mouse.GetState();

            burger.Update(gameTime, mouse);


            // update other game objects
            foreach (TeddyBear bear in bears)
            {
                bear.Update(gameTime);
            }
            foreach (Projectile projectile in projectiles)
            {
                projectile.Update(gameTime);
            }
            foreach (Explosion explosion in explosions)
            {
                explosion.Update(gameTime);
            }

            // check and resolve collisions between teddy bears
            for (int i = 0; i < bears.Count; i++)
            {
                for (int j = i + 1; j < bears.Count; j++)
                {
                    if (bears[i].Active && bears[j].Active)
                    {
                        CollisionResolutionInfo collisionResolutionInfo = CollisionUtils.CheckCollision(gameTime.ElapsedGameTime.Milliseconds, GameConstants.WindowWidth, GameConstants.WindowHeight, new Vector2(bears[i].Velocity.X, bears[i].Velocity.Y), bears[i].DrawRectangle, new Vector2(bears[j].Velocity.X, bears[j].Velocity.Y), bears[j].DrawRectangle);

                        if (collisionResolutionInfo != null)
                        {
                            if (collisionResolutionInfo.FirstOutOfBounds)
                            {
                                bears[i].Active = false;
                            }
                            else if (collisionResolutionInfo.FirstOutOfBounds == false)
                            {
                                bears[i].Velocity      = collisionResolutionInfo.FirstVelocity;
                                bears[i].DrawRectangle = collisionResolutionInfo.FirstDrawRectangle;
                            }

                            if (collisionResolutionInfo.SecondOutOfBounds)
                            {
                                bears[j].Active = false;
                            }
                            else if (collisionResolutionInfo.SecondOutOfBounds == false)
                            {
                                bears[j].Velocity      = collisionResolutionInfo.SecondVelocity;
                                bears[j].DrawRectangle = collisionResolutionInfo.SecondDrawRectangle;
                            }
                        }
                    }
                }
            }

            // check and resolve collisions between burger and teddy bears

            // check and resolve collisions between burger and projectiles

            // check and resolve collisions between teddy bears and projectiles
            foreach (TeddyBear teddy in bears)
            {
                foreach (Projectile projectile in projectiles)
                {
                    if (teddy.Active && projectile.Type == ProjectileType.FrenchFries && projectile.Active && teddy.CollisionRectangle.Intersects(projectile.CollisionRectangle))
                    {
                        teddy.Active      = false;
                        projectile.Active = false;
                        Explosion explosion = new Explosion(explosionSpriteStrip, teddy.Location.X, teddy.Location.Y);
                        explosions.Add(explosion);
                    }
                }
            }

            // clean out inactive teddy bears and add new ones as necessary
            for (int i = bears.Count - 1; i >= 0; i--)
            {
                if (!bears[i].Active)
                {
                    bears.RemoveAt(i);
                }
            }

            // clean out inactive projectiles
            for (int i = projectiles.Count - 1; i >= 0; i--)
            {
                if (!projectiles[i].Active)
                {
                    projectiles.RemoveAt(i);
                }
            }

            // clean out finished explosions
            for (int i = explosions.Count - 1; i >= 0; i--)
            {
                if (explosions[i].Finished)
                {
                    explosions.RemoveAt(i);
                }
            }

            base.Update(gameTime);
        }
Exemple #8
0
        /// <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)
        {
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            // get current mouse state and update burger
            KeyboardState currentState = Keyboard.GetState();

            if (burger.getHealth() > 0)
            {
                burger.Update(gameTime, currentState);
            }
            // update other game objects
            foreach (TeddyBear bear in bears)
            {
                bear.Update(gameTime);
            }
            foreach (Projectile projectile in projectiles)
            {
                projectile.Update(gameTime);
            }
            foreach (Explosion explosion in explosions)
            {
                explosion.Update(gameTime);
            }

            // check and resolve collisions between teddy bears

            foreach (TeddyBear bear in bears)
            {
                foreach (Projectile projectile in projectiles)
                {
                    if ((bear.CollisionRectangle.X + bear.CollisionRectangle.Size.X > projectile.CollisionRectangle.X) && (bear.CollisionRectangle.X < projectile.CollisionRectangle.X) && (bear.CollisionRectangle.Y <= projectile.CollisionRectangle.Y) && (bear.CollisionRectangle.Y + bear.CollisionRectangle.Size.Y > projectile.CollisionRectangle.Y))
                    {
                        if (projectile.Type == ProjectileType.FrenchFries)
                        {
                            bear.Active       = false;
                            projectile.Active = false;
                            Explosion newExplosion = new Explosion(explosionSpriteStrip, bear.CollisionRectangle.X, bear.CollisionRectangle.Y, explosion);
                            explosions.Add(newExplosion);
                            score      += GameConstants.BearPoints;
                            scoreString = GameConstants.ScorePrefix + score;
                        }
                    }
                }
                if (bear.Active && ((bear.CollisionRectangle.X + bear.CollisionRectangle.Size.X > burger.CollisionRectangle.X) && (bear.CollisionRectangle.X < burger.CollisionRectangle.X) && (bear.CollisionRectangle.Y <= burger.CollisionRectangle.Y) && (bear.CollisionRectangle.Y + bear.CollisionRectangle.Size.Y > burger.CollisionRectangle.Y)))
                {
                    burger.setHealth(burger.getHealth() - GameConstants.BearDamage);
                    bear.Active = false;
                    Explosion bearExploded = new Explosion(explosionSpriteStrip, bear.CollisionRectangle.X, bear.CollisionRectangle.Y, explosion);
                    explosions.Add(bearExploded);
                    healthString = GameConstants.HealthPrefix + burger.getHealth();
                    burgerDamage.Play();
                    CheckBurgerKill();
                }
            }

            for (int i = explosions.Count - 1; i > 0; i--)
            {
                if (explosions[i].Finished)
                {
                    explosions.RemoveAt(i);
                }
            }

            // check and resolve collisions between burger and teddy bears

            // check and resolve collisions between burger and projectiles
            foreach (Projectile bearShot in projectiles)
            {
                if ((bearShot.Type == ProjectileType.TeddyBear) && (burger.CollisionRectangle.X + burger.CollisionRectangle.Size.X > bearShot.CollisionRectangle.X) && (burger.CollisionRectangle.X < bearShot.CollisionRectangle.X) && (burger.CollisionRectangle.Y <= bearShot.CollisionRectangle.Y) && (burger.CollisionRectangle.Y + burger.CollisionRectangle.Size.Y > bearShot.CollisionRectangle.Y))
                {
                    burger.setHealth(burger.getHealth() - GameConstants.BearDamage);
                    bearShot.Active = false;
                    Explosion bearShotExplosion = new Explosion(explosionSpriteStrip, bearShot.CollisionRectangle.X, bearShot.CollisionRectangle.Y, explosion);
                    explosions.Add(bearShotExplosion);
                    healthString = GameConstants.HealthPrefix + burger.getHealth();
                    burgerDamage.Play();
                    CheckBurgerKill();
                }
            }
            for (int i = 0; i < bears.Count; i++)
            {
                TeddyBear thisBear = bears[i];

                for (int j = i + 1; j < bears.Count; j++)
                {
                    TeddyBear thatBear = bears[j];
                    if (thisBear.Active && thatBear.Active)
                    {
                        CollisionResolutionInfo collisionResolution = CollisionUtils.CheckCollision(gameTime.ElapsedGameTime.Milliseconds, GameConstants.WindowWidth, GameConstants.WindowHeight, thisBear.Velocity, thisBear.DrawRectangle, thatBear.Velocity, thatBear.DrawRectangle);

                        if (collisionResolution != null)
                        {
                            if (collisionResolution.FirstOutOfBounds)
                            {
                                thisBear.Active = false;
                            }
                            else
                            {
                                thisBear.Velocity      = collisionResolution.FirstVelocity;
                                thisBear.DrawRectangle = collisionResolution.FirstDrawRectangle;
                                thatBear.Velocity      = collisionResolution.SecondVelocity;
                                thatBear.DrawRectangle = collisionResolution.SecondDrawRectangle;
                                teddyBounce.Play();
                            }


                            if (collisionResolution.SecondOutOfBounds)
                            {
                                thatBear.Active = false;
                            }
                            else
                            {
                                thatBear.Velocity      = collisionResolution.SecondVelocity;
                                thatBear.DrawRectangle = collisionResolution.SecondDrawRectangle;
                                thisBear.Velocity      = collisionResolution.FirstVelocity;
                                thisBear.DrawRectangle = collisionResolution.FirstDrawRectangle;
                            }
                        }
                    }
                }
            }
            // check and resolve collisions between teddy bears and projectiles

            // clean out inactive teddy bears and add new ones as necessary

            for (int i = bears.Count - 1; i >= 0; i--)
            {
                if (!bears[i].Active)
                {
                    bears.RemoveAt(i);
                    while (bears.Count < GameConstants.MaxBears)
                    {
                        SpawnBear();
                    }
                }
            }
            // clean out inactive projectiles
            for (int i = projectiles.Count - 1; i >= 0; i--)
            {
                if (!projectiles[i].Active)
                {
                    projectiles.RemoveAt(i);
                }
            }

            // clean out finished explosions

            base.Update(gameTime);
        }
Exemple #9
0
        /// <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)
        {
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            // get current mouse state and update burger
            //MouseState mouse = Mouse.GetState();
            //get current keyboard state and update burger
            KeyboardState keyboard = Keyboard.GetState();

            burger.Update(gameTime, keyboard);
            // update other game objects
            foreach (TeddyBear bear in bears)
            {
                bear.Update(gameTime);
            }
            foreach (Projectile projectile in projectiles)
            {
                projectile.Update(gameTime);
            }
            foreach (Explosion explosion in explosions)
            {
                explosion.Update(gameTime);
            }

            // check and resolve collisions between teddy bears

            for (int i = 0; i < bears.Count; i++)
            {
                for (int j = i + 1; j < bears.Count; j++)
                {
                    if (bears[i].Active &&
                        bears[j].Active)
                    {
                        var info0 = CollisionUtils.CheckCollision(gameTime.ElapsedGameTime.Milliseconds,
                                                                  GameConstants.WindowWidth, GameConstants.WindowHeight,
                                                                  bears[i].Velocity, bears[i].DrawRectangle,
                                                                  bears[j].Velocity, bears[j].DrawRectangle);
                        if (info0 != null)
                        {
                            if (info0.FirstOutOfBounds)
                            {
                                bears[i].Active = false;
                            }
                            else if (!info0.FirstOutOfBounds)
                            {
                                bears[i].Velocity      = info0.FirstVelocity;
                                bears[i].DrawRectangle = info0.FirstDrawRectangle;
                                teddyBounce.Play();
                            }
                            if (info0.SecondOutOfBounds)
                            {
                                bears[j].Active = false;
                            }
                            else if (!info0.SecondOutOfBounds)
                            {
                                bears[j].Velocity      = info0.SecondVelocity;
                                bears[j].DrawRectangle = info0.SecondDrawRectangle;
                                teddyBounce.Play();
                            }
                        }
                    }
                }
            }
            // check and resolve collisions between burger and teddy bears
            foreach (TeddyBear bear in bears)
            {
                if (bear.Active && bear.CollisionRectangle.Intersects(burger.CollisionRectangle))
                {
                    burger.Health = burger.Health - GameConstants.BearDamage;
                    bear.Active   = false;
                    Explosion newExplosion = new Explosion(explosionSpriteStrip, bear.Location.X, bear.Location.Y, explosion);
                    explosions.Add(newExplosion);
                    //burger health display
                    healthString = GameConstants.HealthPrefix + burger.Health;
                    //sound when hit
                    burgerDamage.Play();
                }
            }
            // check and resolve collisions between burger and projectiles
            foreach (Projectile projectile in projectiles)
            {
                if (projectile.Type == ProjectileType.TeddyBear && projectile.Active &&
                    projectile.CollisionRectangle.Intersects(burger.CollisionRectangle))
                {
                    burger.Health     = burger.Health - GameConstants.TeddyBearProjectileDamage;
                    projectile.Active = false;
                    Explosion newExplosion = new Explosion(explosionSpriteStrip, projectile.CollisionRectangle.X,
                                                           projectile.CollisionRectangle.Y, explosion);
                    explosions.Add(newExplosion);
                    //burger health display
                    healthString = GameConstants.HealthPrefix + burger.Health;
                    //sound when hit
                    burgerDamage.Play();
                }
            }
            // check and resolve collisions between teddy bears and projectiles
            foreach (TeddyBear bear in bears)
            {
                foreach (Projectile projectile in projectiles)
                {
                    if (projectile.Type == 0 &&
                        projectile.Active &&
                        bear.Active && bear.CollisionRectangle.Intersects(projectile.CollisionRectangle))
                    {
                        bear.Active       = false;
                        projectile.Active = false;
                        Explosion newExplosion = new Explosion(explosionSpriteStrip, bear.Location.X, bear.Location.Y, explosion);
                        explosions.Add(newExplosion);
                        score      += GameConstants.BearPoints;
                        scoreString = GameConstants.ScorePrefix + score;
                    }
                }
            }
            // clean out inactive teddy bears and add new ones as necessary
            for (int i = bears.Count - 1; i >= 0; i--)
            {
                if (!bears[i].Active)
                {
                    bears.RemoveAt(i);
                }
            }
            while (bears.Count < GameConstants.MaxBears)
            {
                SpawnBear();
            }
            // clean out inactive projectiles
            for (int i = projectiles.Count - 1; i >= 0; i--)
            {
                if (!projectiles[i].Active)
                {
                    projectiles.RemoveAt(i);
                }
            }
            // clean out finished explosions
            for (int i = explosions.Count - 1; i >= 0; i--)
            {
                if (explosions[i].Finished)
                {
                    explosions.RemoveAt(i);
                }
            }
            //burger takes damage
            if (burger.Health < 100)
            {
                CheckBurgerKill();
            }
            base.Update(gameTime);
        }
Exemple #10
0
        /// <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)
        {
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            // get current mouse state and update burger
            MouseState mouse = Mouse.GetState();

            //KeyboardState keyboard = Keyboard.GetState();
            burger.Update(gameTime, mouse);
            // update other game objects
            foreach (TeddyBear bear in bears)
            {
                bear.Update(gameTime);
            }
            foreach (Projectile projectile in projectiles)
            {
                projectile.Update(gameTime);
            }
            foreach (Explosion exploded in explosions)
            {
                exploded.Update(gameTime);
            }
            // check and resolve collisions between teddy bears
            for (int i = 0; i < bears.Count; i++)
            {
                for (int j = i + 1; j < bears.Count; j++)
                {
                    if (bears[i].Active && bears[j].Active)
                    {
                        CollisionResolutionInfo resolutionInfo = CollisionUtils.CheckCollision(gameTime.ElapsedGameTime.Milliseconds, windowWidth, windowHeight, bears[i].Velocity, bears[i].CollisionRectangle, bears[j].Velocity, bears[j].CollisionRectangle);
                        if (resolutionInfo != null)
                        {
                            if (resolutionInfo.FirstOutOfBounds)
                            {
                                bears[i].Active = false;
                            }
                            else
                            {
                                bears[i].Velocity      = resolutionInfo.FirstVelocity;
                                bears[i].DrawRectangle = resolutionInfo.FirstDrawRectangle;
                            }
                            if (resolutionInfo.SecondOutOfBounds)
                            {
                                bears[j].Active = false;
                            }
                            else
                            {
                                bears[j].Velocity      = resolutionInfo.SecondVelocity;
                                bears[j].DrawRectangle = resolutionInfo.SecondDrawRectangle;
                            }
                        }
                    }
                }
            }
            // check and resolve collisions between burger and teddy bears
            foreach (TeddyBear bearC in bears)
            {
                if (bearC.Active == true && bearC.CollisionRectangle.Intersects(burger.CollisionRectangle))
                {
                    //Scoring
                    score         += GameConstants.BearPoints;
                    scoreString    = GameConstants.ScorePrefix + score;
                    burger.Health -= GameConstants.BearDamage;
                    healthString   = GameConstants.HealthPrefix + burger.Health;
                    bearC.Active   = false;
                    Explosion bomba = new Explosion(explosionSpriteStrip, bearC.CollisionRectangle.X, bearC.CollisionRectangle.Y, explosion);
                    explosions.Add(bomba);
                    //burger sound effect.
                    burgerDamage.Play();
                    CheckBurgerKill();
                }
            }
            // check and resolve collisions between burger and projectiles
            foreach (Projectile projectileC in projectiles)
            {
                if (projectileC.Active == true && projectileC.Type == ProjectileType.TeddyBear && projectileC.CollisionRectangle.Intersects(burger.CollisionRectangle))
                {
                    burger.Health -= GameConstants.TeddyBearProjectileDamage; healthString = GameConstants.HealthPrefix + burger.Health; projectileC.Active = false;
                    //burger sound effect.
                    burgerDamage.Play();
                    CheckBurgerKill();
                }
            }
            // check and resolve collisions between teddy bears and projectiles
            foreach (TeddyBear bearB in bears)
            {
                foreach (Projectile projectileB in projectiles)
                {
                    if (projectileB.Type == ProjectileType.FrenchFries && projectileB.Active && bearB.Active && (bearB.CollisionRectangle.Intersects(projectileB.CollisionRectangle)))
                    {
                        //Scoring
                        score      += GameConstants.BearPoints;
                        scoreString = GameConstants.ScorePrefix + score;
                        //Explosion occurs.
                        Explosion explode = new Explosion(explosionSpriteStrip, bearB.CollisionRectangle.X, bearB.CollisionRectangle.Y, explosion);
                        explosions.Add(explode);
                        bearB.Active       = false;
                        projectileB.Active = false;
                    }
                }
            }
            // clean out inactive teddy bears and add new ones as necessary
            for (int x = bears.Count - 1; x >= 0; x--)
            {
                if (!(bears[x].Active))
                {
                    bears.RemoveAt(x);
                    while (bears.Count != GameConstants.MaxBears)
                    {
                        SpawnBear();
                    }
                }
            }
            // clean out inactive projectiles
            for (int y = projectiles.Count - 1; y >= 0; y--)
            {
                if (!(projectiles[y].Active))
                {
                    projectiles.RemoveAt(y);
                }
            }
            // clean out finished explosions
            for (int z = explosions.Count - 1; z >= 0; z--)
            {
                if ((explosions[z].Finished))
                {
                    explosions.RemoveAt(z);
                }
            }

            base.Update(gameTime);
        }
Exemple #11
0
        /// <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)
        {
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            // get current mouse state and update burger
            MouseState    mouse    = Mouse.GetState();
            KeyboardState keyboard = Keyboard.GetState();

            burger.Update(gameTime, keyboard);

            if (burger.Health <= 0)
            {
                gameState = GameState.END;
            }

            if (keyboard.IsKeyDown(Keys.P) && gameState != GameState.END)
            {
                // pause or unpause
                if (gameState == GameState.PLAY)
                {
                    gameState = GameState.PAUSED;
                }
                else
                {
                    gameState = GameState.PLAY;
                }
            }

            if (gameState == GameState.PLAY)
            {
                // update other game objects
                foreach (TeddyBear bear in bears)
                {
                    bear.Update(gameTime);
                }
                foreach (Projectile projectile in projectiles)
                {
                    projectile.Update(gameTime);
                }
                foreach (Explosion explosion in explosions)
                {
                    explosion.Update(gameTime);
                }

                // check and resolve collisions between teddy bears
                for (int i = 0; i < bears.Count; i++)
                {
                    for (int j = i + 1; j < bears.Count; j++)
                    {
                        if (bears[i].Active && bears[j].Active && bears[i].CollisionRectangle.Intersects(bears[j].CollisionRectangle))
                        {
                            teddyBounce.Play();
                            CollisionResolutionInfo bearCollsionInfo = CollisionUtils.CheckCollision(gameTime.ElapsedGameTime.Milliseconds,
                                                                                                     GameConstants.WindowWidth, GameConstants.WindowHeight, bears[i].Velocity, bears[i].CollisionRectangle,
                                                                                                     bears[j].Velocity, bears[j].CollisionRectangle);
                            if (bearCollsionInfo != null)
                            {
                                if (bearCollsionInfo.FirstOutOfBounds)
                                {
                                    bears[i].Active = false;
                                }
                                else
                                {
                                    bears[i].Velocity      = bearCollsionInfo.FirstVelocity;
                                    bears[i].DrawRectangle = bearCollsionInfo.FirstDrawRectangle;
                                }
                                if (bearCollsionInfo.SecondOutOfBounds)
                                {
                                    bears[j].Active = false;
                                }
                                else
                                {
                                    bears[j].Velocity      = bearCollsionInfo.SecondVelocity;
                                    bears[j].DrawRectangle = bearCollsionInfo.SecondDrawRectangle;
                                }
                            }
                        }
                    }
                }
                // check and resolve collisions between burger and teddy bears
                foreach (TeddyBear bear in bears)
                {
                    if (bear.Active && bear.CollisionRectangle.Intersects(burger.CollisionRectangle))
                    {
                        burger.Health -= GameConstants.BearDamage;
                        // check if burger is dead
                        CheckBurgerKill();
                        bear.Active = false;
                        // play sound
                        burgerDamage.Play();
                        explosions.Add(new Explosion(explosionSpriteStrip, bear.Location.X, bear.Location.Y, explosionSound));
                    }
                }
                // check and resolve collisions between burger and projectiles
                foreach (Projectile projectile in projectiles)
                {
                    if (projectile.Type == ProjectileType.TeddyBear)
                    {
                        if (projectile.Active &&
                            projectile.CollisionRectangle.Intersects(burger.CollisionRectangle))
                        {
                            projectile.Active = false;
                            burger.Health    -= GameConstants.TeddyBearProjectileDamage;
                            // check if burger is dead
                            CheckBurgerKill();

                            // update health of burger
                            healthString = GameConstants.HealthPrefix + burger.Health;
                            // play sound
                            burgerDamage.Play();
                        }
                    }
                }
                // check and resolve collisions between teddy bears and projectiles
                foreach (TeddyBear bear in bears)
                {
                    foreach (Projectile projectile in projectiles)
                    {
                        // check to see if projectile is french fries (teddy bears dont kill teddy bears)
                        if (projectile.Type == ProjectileType.FrenchFries)
                        {
                            // check for collision
                            if (bear.Active && projectile.Active && bear.CollisionRectangle.Intersects(projectile.CollisionRectangle))
                            {
                                bear.Active       = false;
                                projectile.Active = false;

                                // add explosions at the center of the bear
                                Explosion explosion = new Explosion(explosionSpriteStrip, bear.Location.X, bear.Location.Y, explosionSound);
                                explosions.Add(explosion);

                                // update score
                                score      += GameConstants.BearPoints;
                                scoreString = GameConstants.ScorePrefix + score;

                                // play sound
                                explosionSound.Play();
                            }
                        }
                    }
                }
                // clean out inactive teddy bears and add new ones as necessary
                for (int i = bears.Count - 1; i >= 0; i--)
                {
                    if (!bears[i].Active)
                    {
                        bears.RemoveAt(i);
                    }
                }
                // add bears once one or more teddy bears are inactive
                while (bears.Count < GameConstants.MaxBears)
                {
                    SpawnBear();
                }
                // clean out inactive projectiles
                for (int i = projectiles.Count - 1; i >= 0; i--)
                {
                    if (!projectiles[i].Active)
                    {
                        projectiles.RemoveAt(i);
                    }
                }
                // clean out finished explosions
                for (int i = explosions.Count - 1; i >= 0; i--)
                {
                    if (explosions[i].Finished)
                    {
                        explosions.RemoveAt(i);
                    }
                }
            }
            else
            {
            }


            base.Update(gameTime);
        }
        /// <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)
        {
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            // get current mouse state and update burger
            //burger.Update(gameTime, Mouse.GetState());

            //Get keyboard stateand update burger position
            burger.Update(gameTime, Keyboard.GetState());

            // update other game objects
            foreach (TeddyBear bear in bears)
            {
                bear.Update(gameTime);
            }
            foreach (Projectile projectile in projectiles)
            {
                projectile.Update(gameTime);
            }
            foreach (Explosion explosion in explosions)
            {
                explosion.Update(gameTime);
            }

            // check and resolve collisions between teddy bears
            for (int i = 0; i < bears.Count; i++)
            {
                for (int j = i + 1; j < bears.Count; j++)
                {
                    if (bears[i].Active && bears[j].Active)
                    {
                        CollisionResolutionInfo collision;
                        collision = CollisionUtils.CheckCollision(gameTime.ElapsedGameTime.Milliseconds,
                                                                  GameConstants.WindowWidth, GameConstants.WindowHeight,
                                                                  bears[i].Velocity, bears[i].DrawRectangle,
                                                                  bears[j].Velocity, bears[j].DrawRectangle);

                        if (collision != null)
                        {
                            teddyBounce.Play();

                            if (collision.FirstOutOfBounds)
                            {
                                bears[i].Active = false;
                            }
                            else
                            {
                                bears[i].Velocity      = collision.FirstVelocity;
                                bears[i].DrawRectangle = collision.FirstDrawRectangle;
                            }

                            if (collision.SecondOutOfBounds)
                            {
                                bears[j].Active = false;
                            }
                            else
                            {
                                bears[j].Velocity      = collision.SecondVelocity;
                                bears[j].DrawRectangle = collision.SecondDrawRectangle;
                            }
                        }
                    }
                }
            }

            // check and resolve collisions between burger and teddy bears
            foreach (TeddyBear teddy in bears)
            {
                if (teddy.CollisionRectangle.Intersects(burger.CollisionRectangle) && teddy.Active)
                {
                    burger.Health = burger.Health - GameConstants.BearDamage;
                    teddy.Active  = false;
                    Explosion newExplosion = new Explosion(explosionSpriteStrip,
                                                           teddy.DrawRectangle.Center.X, teddy.DrawRectangle.Center.Y, explosion);
                    explosions.Add(newExplosion);

                    //Set the health display
                    healthString = GameConstants.HealthPrefix + " " + burger.Health;

                    burgerDamage.Play();
                    CheckBurgerKill();
                }
            }

            // check and resolve collisions between burger and projectiles
            foreach (Projectile proj in projectiles)
            {
                if (proj.Type == ProjectileType.TeddyBear &&
                    proj.Active && proj.CollisionRectangle.Intersects(burger.CollisionRectangle))
                {
                    proj.Active   = false;
                    burger.Health = burger.Health - GameConstants.TeddyBearProjectileDamage;

                    //Set the health display
                    healthString = GameConstants.HealthPrefix + " " + burger.Health;

                    burgerDamage.Play();
                    CheckBurgerKill();
                }
            }

            // check and resolve collisions between teddy bears and projectiles
            foreach (TeddyBear teddy in bears)
            {
                foreach (Projectile projectile in projectiles)
                {
                    if (projectile.Type == ProjectileType.FrenchFries &&
                        projectile.Active && teddy.Active &&
                        teddy.CollisionRectangle.Intersects(projectile.CollisionRectangle))
                    {
                        teddy.Active      = false;
                        projectile.Active = false;
                        Explosion newExplosion = new Explosion(explosionSpriteStrip,
                                                               teddy.DrawRectangle.Center.X, teddy.DrawRectangle.Center.Y, explosion);
                        explosions.Add(newExplosion);

                        //SEt score message
                        score      += GameConstants.BearPoints;
                        scoreString = GameConstants.ScorePrefix + " " + score;
                    }
                }
            }

            // clean out inactive teddy bears and add new ones as necessary
            for (int i = bears.Count - 1; i >= 0; i--)
            {
                if (!bears[i].Active)
                {
                    bears.RemoveAt(i);
                }
            }

            // clean out inactive projectiles
            for (int i = projectiles.Count - 1; i >= 0; i--)
            {
                if (!projectiles[i].Active)
                {
                    projectiles.RemoveAt(i);
                }
            }

            // clean out finished explosions
            for (int i = explosions.Count - 1; i >= 0; i--)
            {
                if (explosions[i].Finished)
                {
                    explosions.RemoveAt(i);
                }
            }

            //spawn new bear when one is destroyed
            while (bears.Count <= GameConstants.MaxBears)
            {
                SpawnBear();
            }

            //Set the health display
            healthString = GameConstants.HealthPrefix + " " + burger.Health;

            base.Update(gameTime);
        }
Exemple #13
0
        /// <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)
        {
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            // get current mouse state and update burger
            KeyboardState keyBoard = Keyboard.GetState();

            burger.Update(gameTime, keyBoard);

            // update other game objects
            foreach (TeddyBear bear in bears)
            {
                bear.Update(gameTime);
            }
            foreach (Projectile projectile in projectiles)
            {
                projectile.Update(gameTime);
            }
            foreach (Explosion explosion in explosions)
            {
                explosion.Update(gameTime);
            }

            // check and resolve collisions between teddy bears
            for (int i = 0; i < bears.Count; i++)
            {
                for (int j = i + 1; j < bears.Count; j++)
                {
                    if (bears[i].Active && bears[j].Active) // checking if both bears are active
                    {
                        //getting the collision Resolution Information
                        CollisionResolutionInfo collisionResoutionInfo = CollisionUtils.CheckCollision(gameTime.ElapsedGameTime.Milliseconds, GameConstants.WindowWidth, GameConstants.WindowHeight, bears[i].Velocity, bears[i].CollisionRectangle, bears[j].Velocity, bears[j].CollisionRectangle);
                        if (collisionResoutionInfo != null) // if not null
                        {
                            teddyBounce.Play();
                            //Solving for First bear
                            if (collisionResoutionInfo.FirstOutOfBounds)
                            {
                                //forced out of the game world
                                bears[i].Active = false;
                            }
                            else
                            {
                                //Setting new Velocity and DrawRectangle
                                bears[i].DrawRectangle = collisionResoutionInfo.FirstDrawRectangle;
                                bears[i].Velocity      = collisionResoutionInfo.FirstVelocity;
                            }
                            //Solving for Second bear
                            if (collisionResoutionInfo.SecondOutOfBounds)
                            {
                                //forced out of the game world
                                bears[j].Active = false;
                            }
                            else
                            {
                                //Setting new Velocity and DrawRectangle
                                bears[j].DrawRectangle = collisionResoutionInfo.SecondDrawRectangle;
                                bears[j].Velocity      = collisionResoutionInfo.SecondVelocity;
                            }
                        }
                    }
                }
            }

            // check and resolve collisions between burger and teddy bears

            foreach (TeddyBear bear in bears)
            {
                if (bear.CollisionRectangle.Intersects(burger.CollisionRectangle))
                {
                    bear.Active = false;

                    burger.Health -= GameConstants.BearDamage;
                    healthString   = GameConstants.HealthPrefix + burger.Health;
                    Explosion explosion = new Explosion(explosionSpriteStrip, bear.CollisionRectangle.Center.X, bear.CollisionRectangle.Center.Y, this.explosion);
                    explosions.Add(explosion);
                    burgerDamage.Play();
                    CheckBurgerKill();
                }
            }

            // check and resolve collisions between burger and projectiles
            foreach (Projectile projectile in projectiles)
            {
                //Checking whether the Projectile Type
                if (projectile.Type == ProjectileType.TeddyBear)
                {
                    if (burger.CollisionRectangle.Intersects(projectile.CollisionRectangle)) // Checking for collision
                    {
                        //Collision Activities when detected
                        burger.Health    -= GameConstants.TeddyBearProjectileDamage;
                        healthString      = GameConstants.HealthPrefix + burger.Health;
                        projectile.Active = false;
                        burgerDamage.Play();
                        CheckBurgerKill();
                    }
                }
            }


            // check and resolve collisions between teddy bears and projectiles
            foreach (TeddyBear bear in bears)
            {
                foreach (Projectile projectile in projectiles)
                {
                    //Checking whether the Projectile Type
                    if (projectile.Type == ProjectileType.FrenchFries)
                    {
                        if (bear.CollisionRectangle.Intersects(projectile.CollisionRectangle)) // Checking for collision
                        {
                            //Collision Activities when detected
                            bear.Active       = false;
                            projectile.Active = false;
                            score            += GameConstants.BearPoints;
                            scoreString       = GameConstants.ScorePrefix + score;
                            Explosion explosion = new Explosion(explosionSpriteStrip, bear.CollisionRectangle.Center.X, bear.CollisionRectangle.Center.Y, this.explosion);
                            explosions.Add(explosion);
                        }
                    }
                }
            }

            // clean out inactive teddy bears and add new ones as necessary
            for (int i = bears.Count - 1; i >= 0; i--)
            {
                if (!bears[i].Active)
                {
                    bears.RemoveAt(i);
                }
            }

            while (bears.Count < GameConstants.MaxBears)
            {
                SpawnBear();
            }

            // clean out inactive projectiles
            for (int i = projectiles.Count - 1; i >= 0; i--)
            {
                if (!projectiles[i].Active)
                {
                    projectiles.RemoveAt(i);
                }
            }
            // clean out finished explosions
            for (int i = explosions.Count - 1; i >= 0; i--)
            {
                if (explosions[i].Finished)
                {
                    explosions.RemoveAt(i);
                }
            }

            base.Update(gameTime);
        }
        /// <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)
        {
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            // get current mouse state and update burger
            KeyboardState keyboard = Keyboard.GetState();

            burger.Update(gameTime, keyboard);

            // update other game objects
            foreach (TeddyBear bear in bears)
            {
                bear.Update(gameTime);
            }
            foreach (Projectile projectile in projectiles)
            {
                projectile.Update(gameTime);
            }
            foreach (Explosion explosion in explosions)
            {
                explosion.Update(gameTime);
            }

            // check and resolve collisions between teddy bears
            for (int i = 0; i < bears.Count; i++)
            {
                for (int j = i + 1; j < bears.Count; j++)
                {
                    if (bears[j].Active &&
                        bears[i].Active)
                    {
                        CollisionResolutionInfo teddyCollision = CollisionUtils.CheckCollision(gameTime.ElapsedGameTime.Milliseconds,
                                                                                               graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight,
                                                                                               bears[i].Velocity, bears[i].CollisionRectangle, bears[j].Velocity, bears[j].CollisionRectangle);
                        if (teddyCollision != null)
                        {
                            if (teddyCollision.FirstOutOfBounds)
                            {
                                bears[i].Active = false;
                            }
                            else if (!teddyCollision.FirstOutOfBounds)
                            {
                                bears[i].Velocity      = teddyCollision.FirstVelocity;
                                bears[i].DrawRectangle = teddyCollision.FirstDrawRectangle;
                            }
                            if (teddyCollision.SecondOutOfBounds)
                            {
                                bears[j].Active = false;
                            }
                            else if (!teddyCollision.SecondOutOfBounds)
                            {
                                bears[j].Velocity      = teddyCollision.SecondVelocity;
                                bears[j].DrawRectangle = teddyCollision.SecondDrawRectangle;
                            }
                        }
                    }
                }
            }

            // check and resolve collisions between burger and teddy bears
            foreach (TeddyBear bear in bears)
            {
                if (bear.Active == true &&
                    bear.CollisionRectangle.Intersects(burger.CollisionRectangle))
                {
                    burger.Health -= GameConstants.BearDamage;
                    healthString   = GameConstants.HealthPrefix + burger.Health;
                    bear.Active    = false;
                    Explosion explosion = new Explosion(explosionSpriteStrip, bear.Location.X, bear.Location.Y);
                    explosions.Add(explosion);
                }
            }

            // check and resolve collisions between burger and projectiles
            foreach (TeddyBear bear in bears)
            {
                foreach (Projectile projectile in projectiles)
                {
                    if (projectile.Active == true && projectile.Type == ProjectileType.TeddyBear && projectile.CollisionRectangle.Intersects(burger.CollisionRectangle))
                    {
                        burgerDamage.Play();
                        burger.Health     = burger.Health - GameConstants.TeddyBearProjectileDamage;
                        projectile.Active = false;
                    }
                }
            }

            // check and resolve collisions between teddy bears and projectiles
            foreach (TeddyBear bear in bears)
            {
                bear.Update(gameTime);

                foreach (Projectile projectile in projectiles)
                {
                    if (projectile.Type == ProjectileType.FrenchFries &&
                        bear.Active &&
                        projectile.Active &&
                        bear.CollisionRectangle.Intersects(projectile.CollisionRectangle))
                    {
                        bear.Active = false;
                        score      += GameConstants.BearPoints;
                        scoreString = GameConstants.ScorePrefix + score;
                        CheckBurgerKill();
                        projectile.Active = false;
                        explosions.Add(new Explosion(explosionSpriteStrip, bear.DrawRectangle.Center.X, bear.DrawRectangle.Center.Y));
                        explosion.Play();
                    }
                }
            }

            // clean out inactive teddy bears and add new ones as necessary
            for (int i = bears.Count - 1; i >= 0; i--)
            {
                if (!bears[i].Active)
                {
                    bears.RemoveAt(i);
                    if (i < 5)
                    {
                        SpawnBear();
                    }
                }
            }

            // clean out inactive projectiles
            for (int i = projectiles.Count - 1; i >= 0; i--)
            {
                if (!projectiles[i].Active)
                {
                    projectiles.RemoveAt(i);
                }
            }

            // clean out finished explosions
            for (int i = explosions.Count - 1; i >= 0; i--)
            {
                if (explosions[i].Finished)
                {
                    explosions.RemoveAt(i);
                }
            }

            //spawn new bears if needed
            while (bears.Count < GameConstants.MaxBears)

            {
                SpawnBear();
            }

            base.Update(gameTime);
        }
 /// <summary>
 /// Explodes a teddy bear. Sets bear to inactive, adds explosion on teddy bear location.
 /// </summary>
 /// <param name="bear">The bear to explode.</param>
 private void explodeTeddy(TeddyBear bear)
 {
     bear.Active = false;
     Point bearCenter = bear.CollisionRectangle.Center;
     Explosion explosion = new Explosion(explosionSpriteStrip, bearCenter.X, bearCenter.Y, this.explosion);
     explosions.Add(explosion);
 }
Exemple #16
0
        /// <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)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed ||
                Keyboard.GetState().IsKeyDown(Keys.Escape))
                this.Exit();

            // get current keyboard state and update burger
            KeyboardState keyboard = Keyboard.GetState();
            burger.Update(gameTime, keyboard);
            
            // update other game objects
            foreach (TeddyBear bear in bears)
            {
                bear.Update(gameTime);
            }
            foreach (Projectile projectile in projectiles)
            {
                projectile.Update(gameTime);
            }
            foreach (Explosion explosion in explosions)
            {
                explosion.Update(gameTime);
            }

            // check and resolve collisions between teddy bears
            for (int i = 0; i < bears.Count; i++)
                for (int j = i + 1; j < bears.Count; j++)
                    if (bears[i].Active && bears[j].Active)
                    {   
                        //Getting collision info
                        CollisionResolutionInfo CRI = CollisionUtils.CheckCollision(gameTime.ElapsedGameTime.Milliseconds,
                            GameConstants.WINDOW_WIDTH, GameConstants.WINDOW_HEIGHT,
                            bears[i].Velocity, bears[i].CollisionRectangle,
                            bears[j].Velocity, bears[j].CollisionRectangle);
                        
                        //checking for collision
                        if (CRI != null)
                        {   
                            //play bounce sound
                            teddyBounce.Play();

                            //dealing with first teddy (i)
                            if (CRI.FirstOutOfBounds)
                                bears[i].Active = false;
                            else
                            {
                                bears[i].Velocity = CRI.FirstVelocity;
                                bears[i].DrawRectangle = CRI.FirstDrawRectangle;
                            }

                            //dealing with second teddy (j) 
                            if (CRI.SecondOutOfBounds)
                                bears[j].Active = false;
                            else
                            {
                                bears[j].Velocity = CRI.SecondVelocity;
                                bears[j].DrawRectangle = CRI.SecondDrawRectangle;
                            }
                        }
                    }
             
        
            // check and resolve collisions between burger and teddy bears
            foreach (TeddyBear teddy in bears)
            {   
                //if burger and teddy collide
                if (teddy.Active && burger.CollisionRectangle.Intersects(teddy.CollisionRectangle) && burger.Health>0)
                {
                    //play sound
                    burgerDamage.Play();

                    //decrease burger health and change health score
                    burger.Health -= GameConstants.BEAR_DAMAGE;
                    healthString = GameConstants.HEALTH_PREFIX + burger.Health;
                    if(!burgerDead)
                        CheckBurgerKill();

                    //destroy teddy and explode him
                    Explosion explosion = new Explosion(explosionSpriteStrip, teddy.Location.X, teddy.Location.Y,explosionSound);
                    explosions.Add(explosion);
                    teddy.Active = false;
                }
            }

            // check and resolve collisions between burger and projectiles
            foreach (Projectile projectile in projectiles)
            {   
                //if projectile is an Active teddy bear and collides with burger
                if (projectile.Active && projectile.Type == ProjectileType.TeddyBear && 
                    projectile.CollisionRectangle.Intersects(burger.CollisionRectangle) && burger.Health>0)
                {
                        //destroy projectile
                    projectile.Active = false;
                        
                        //decrease burger health and change health score
                    burger.Health -= GameConstants.TEDDY_BEAR_PROJECTILE_DAMAGE;
                    healthString = GameConstants.HEALTH_PREFIX + burger.Health;
                    if(!burgerDead)
                        CheckBurgerKill();

                }
            }


            // check and resolve collisions between teddy bears and projectiles
            foreach(TeddyBear bear in bears)
            {
                foreach(Projectile projectile in projectiles)
                {
                    if (projectile.Type == ProjectileType.FrenchFries && projectile.Active && bear.Active && bear.CollisionRectangle.Intersects(projectile.CollisionRectangle))
                        {
                            //deactivate colliding bear and projectile
                            bear.Active=false;
                            projectile.Active=false;

                            //increase score
                            score += GameConstants.BEAR_POINTS;
                            scoreString = GameConstants.SCORE_PREFIX + score;

                            //create new exploson object and add to the list
                            Explosion explosion = new Explosion(explosionSpriteStrip, 
                                bear.Location.X, bear.Location.Y,
                                explosionSound);
                            explosions.Add(explosion);

                        }
                    
                }
            }


            // clean out inactive teddy bears and add new ones as necessary
            for(int i=bears.Count-1;i>=0;i--)
                if(!bears[i].Active)
                    bears.RemoveAt(i);

            while (bears.Count != GameConstants.MAX_BEARS)
                SpawnBear();

            // clean out inactive projectiles
            for(int i=projectiles.Count-1; i>=0;i--)
                if(!projectiles[i].Active)
                    projectiles.RemoveAt(i);

            // clean out finished explosions
            for (int i = explosions.Count - 1; i >= 0; i--)
                if (explosions[i].Finished)
                    explosions.RemoveAt(i);
            base.Update(gameTime);
        }