/// <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(); // STUDENTS: update rocks if(rock0 != null) { rock0.Update(gameTime); } if (rock1 != null) { rock1.Update(gameTime); } if (rock2 != null) { rock2.Update(gameTime); } // update timer elapsedDelayMilliseconds += gameTime.ElapsedGameTime.Milliseconds; if (elapsedDelayMilliseconds >= TotalDelayMilliseconds) { // STUDENTS: timer expired, so spawn new rock if fewer than 3 rocks in window // Call the GetRandomRock method to do this if (rock0 == null) { rock0 = GetRandomRock(); } else if (rock1 == null) { rock1 = GetRandomRock(); } else if (rock2 == null) { rock2 = GetRandomRock(); } // restart timer elapsedDelayMilliseconds = 0; } // STUDENTS: Check each rock to see if it's outside the window. If so // spawn a new random rock for it by calling the GetRandomRock method // Caution: Only check the property if the variable isn't null if (rock0 != null && rock0.OutsideWindow) { rock0 = GetRandomRock(); } if (rock1 != null && rock1.OutsideWindow) { rock1 = GetRandomRock(); } if (rock2 != null && rock2.OutsideWindow) { rock2 = GetRandomRock(); } 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) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // STUDENTS: update rocks Rock1.Update(gameTime); Rock2.Update(gameTime); Rock3.Update(gameTime); // update timer elapsedDelayMilliseconds += gameTime.ElapsedGameTime.Milliseconds; if (elapsedDelayMilliseconds >= TOTAL_DELAY_MILLISECONDS) { // STUDENTS: timer expired, so spawn new rock if fewer than 3 rocks in window if(Rock1 == null) { Rock1 = GetRandomRock(); } if(Rock2 == null) { Rock2 = GetRandomRock(); } if(Rock3 == null) { Rock3 = GetRandomRock(); } // restart timer elapsedDelayMilliseconds = 0; } // STUDENTS: Check each rock to see if it's outside the window. If so // spawn a new random rock for it by calling the GetRandomRock method // Caution: Only check the property if the variable isn't null if(Rock1.OutsideWindow) { Rock1 = GetRandomRock(); } if(Rock2.OutsideWindow) { Rock2 = GetRandomRock(); } if(Rock3.OutsideWindow) { Rock3 = GetRandomRock(); } base.Update(gameTime); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // STUDENTS: Load content for 3 sprites rockSprite0 = Content.Load<Texture2D>("greenrock"); rockSprite1 = Content.Load<Texture2D>("magentarock"); rockSprite2 = Content.Load<Texture2D>("whiterock"); //rock0 = new Rock(rockSprite0, centerLocation, GetRandomVelocity, WINDOW_WIDTH, WINDOW_HEIGHT); //rock1 = new Rock(rockSprite1, centerLocation, GetRandomVelocity, WINDOW_WIDTH, WINDOW_HEIGHT); //rock2 = new Rock(rockSprite2, centerLocation, GetRandomVelocity, WINDOW_WIDTH, WINDOW_HEIGHT); // STUDENTS: Create a new random rock by calling the GetRandomRock method rock0 = GetRandomRock(); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // STUDENTS: Load content for 3 sprites sprite1 = Content.Load<Texture2D>("greenrock"); sprite2 = Content.Load<Texture2D>("magentarock"); sprite3 = Content.Load<Texture2D>("whiterock"); // STUDENTS: Create a new random rock by calling the GetRandomRock method Rock1 = GetRandomRock(); Rock2 = GetRandomRock(); Rock3 = GetRandomRock(); }
/// <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) this.Exit(); // STUDENTS: update rocks // update the rocks, if they are not null if (rock0 != null) { rock0.Update(gameTime); } if (rock1 != null) { rock1.Update(gameTime); } if (rock2 != null) { rock2.Update(gameTime); } // update timer elapsedDelayMilliseconds += gameTime.ElapsedGameTime.Milliseconds; if (elapsedDelayMilliseconds >= TOTAL_DELAY_MILLISECONDS) { // STUDENTS: timer expired, so spawn new rock if fewer than 3 rocks in window // if a rock doesn't exist anymore, it is null, so we create a new random rock then, // to have 3 rocks again if (rock0 == null) { rock0 = GetRandomRock(); } if (rock1 == null) { rock1 = GetRandomRock(); } if (rock2 == null) { rock2 = GetRandomRock(); } // restart timer elapsedDelayMilliseconds = 0; } // STUDENTS: Check each rock to see if it's outside the window. If so // spawn a new random rock for it by calling the GetRandomRock method // Caution: Only check the property if the variable isn't null // if a rock is outside the window, a new random rock takes its place if(rock0 != null) { if(rock0.OutsideWindow) rock0 = GetRandomRock(); } if(rock1 != null) { if (rock1.OutsideWindow) rock1 = GetRandomRock(); } if (rock2 != null) { if (rock2.OutsideWindow) rock2 = GetRandomRock(); } 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(); } // STUDENTS: update rocks //update each rock if it exists by calling the Update method if (rock0 != null) { rock0.Update(gameTime); } if (rock1 != null) { rock1.Update(gameTime); } if (rock2 != null) { rock2.Update(gameTime); } // update timer elapsedDelayMilliseconds += gameTime.ElapsedGameTime.Milliseconds; if (elapsedDelayMilliseconds >= TotalDelayMilliseconds) { // STUDENTS: timer expired, so spawn new rock if fewer than 3 rocks in window // Call the GetRandomRock method to do this if (rock0 == null) { rock0 = GetRandomRock(); } else if (rock1 == null) { rock1 = GetRandomRock(); } else if (rock2 == null) { rock2 = GetRandomRock(); } // restart timer elapsedDelayMilliseconds = 0; } // STUDENTS: Check each rock to see if it's outside the window. If so // spawn a new random rock for it by calling the GetRandomRock method // Caution: Only check the property if the variable isn't null if (rock0 != null && rock0.OutsideWindow) { rock0 = GetRandomRock(); } if (rock1 != null && rock1.OutsideWindow) { rock1 = GetRandomRock(); } if (rock2 != null && rock2.OutsideWindow) { rock2 = GetRandomRock(); } base.Update(gameTime); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // STUDENTS: Load content for 3 sprites rockSpriteGreen = this.Content.Load<Texture2D>("greenrock"); rockSpriteMagenta = this.Content.Load<Texture2D>("magentarock"); rockSpriteWhite = this.Content.Load<Texture2D>("whiterock"); // STUDENTS: Create a new random rock by calling the GetRandomRock method rock0 = GetRandomRock(); }
/// <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) { this.Exit(); } // STUDENTS: update rocks if (rockOne != null) { rockOne.Update(gameTime); } if (rockTwo != null) { rockTwo.Update(gameTime); } if (rockThree != null) { rockThree.Update(gameTime); } // update timer elapsedDelayMilliseconds += gameTime.ElapsedGameTime.Milliseconds; if (elapsedDelayMilliseconds >= TOTAL_DELAY_MILLISECONDS) { // STUDENTS: timer expired, so spawn new rock if fewer than 3 rocks in window if (rockOne == null) { rockOne = GetRandomRock(); } else if (rockTwo == null) { rockTwo = GetRandomRock(); } else if (rockThree == null) { rockThree = GetRandomRock(); } // restart timer elapsedDelayMilliseconds = 0; } // STUDENTS: Check each rock to see if it's outside the window. If so // spawn a new random rock for it by calling the GetRandomRock method // Caution: Only check the property if the variable isn't null if (rockOne != null && rockOne.OutsideWindow) { rockOne = GetRandomRock(); } if (rockTwo != null && rockTwo.OutsideWindow) { rockTwo = GetRandomRock(); } if (rockThree != null && rockThree.OutsideWindow) { rockThree = GetRandomRock(); } base.Update(gameTime); }