protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } playerSprite.Update(gameTime, levels[levelNumber]); if (playerSprite.spritePos.Y > screenSize.Y + 50) { playerSprite.lives--; if (playerSprite.lives <= 0) { playerSprite.lives = 3; levelNumber = 0; } playerSprite.ResetPlayer(new Vector2(50, 50)); } if (playerSprite.checkCollision(coinSprite)) { levelNumber++; if (levelNumber >= levels.Count) { levelNumber = 0; } coinSprite.spritePos = coins[levelNumber]; playerSprite.ResetPlayer(new Vector2(50, 50)); } base.Update(gameTime); }
protected override void Update(GameTime gameTime) { if (Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } if (!gameOver) { player.Update(gameTime, levels[currentLevel], jumpSound); //Update player if (player.spritePos.Y - 150 > screenSize.Y) { if (lives > 0) { player.resetPlayer(startPos); //Reset player to the starting position if they fall below the screen lives--; deathSound.Play(); } if (lives == 0) { gameOver = true; } } if (player.checkCollision(coin)) { currentLevel++; if (currentLevel >= levels.Count) { currentLevel = 0; } coin.spritePos = coinPos[currentLevel]; player.resetPlayer(startPos); coinSound.Play(); if (coinCount == 9) { coinCount = 0; lives++; } else { coinCount++; } } } else { if (Keyboard.GetState().IsKeyDown(Keys.Enter)) { currentLevel = 0; player.resetPlayer(startPos); coinCount = 0; lives = 3; gameOver = false; } } base.Update(gameTime); }
// called when game should update protected override void Update(GameTime gameTime) { // defines what buttons/keys are being pressed if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } PlayerSprite.Update(gameTime, levels[levelNumber]); if (PlayerSprite.spritePos.Y > screenSize.Y + 50) { PlayerSprite.lives--; if (PlayerSprite.lives <= 0) { PlayerSprite.lives = 3; // total number of lives levelNumber = 0; } PlayerSprite.ResetPlayer(new Vector2(100, 50)); } if (PlayerSprite.checkCollision(coinSprite)) // check if player is colliding with coin { levelNumber++; // player levels up if they collide with coin if (levelNumber >= levels.Count) { levelNumber = 0; } coinSprite.spritePos = coins[levelNumber]; PlayerSprite.ResetPlayer(new Vector2(100, 50)); fanfareSound.Play(); // fanfare sound plays when collision with coin happens } base.Update(gameTime); }