public override void Update(GameTime gameTime) { pShip.Update(gameTime); //Coordinates5 garbage_coords = theUniverse.UpdateLocation(pShip.myLocation,pShip.myPosition); //update other ships foreach (Ship currentShip in allShips) { currentShip.Update(gameTime); if (tukHelper.determineDistance(currentShip.myPosition, pShip.myPosition) > 1000f) //should we still draw the ship or is it too far away? { currentShip.visible = false; } else //i guess we are close enough so lets set it to true { currentShip.visible = true; } // if (!pShip.Equals(currentShip)) //{ // if (pShip.collsionRectangle.Intersects(currentShip.collsionRectangle)) // currentShip.shieldsUp = !currentShip.shieldsUp; // } } ; if (curScreen.ReleaseMe == true) { curScreen = helmScreen; } curScreen.Update(gameTime); //update our current screen HandleInput(gameTime); //calls our global input hook, which passes any unprocessed input to the currentitleScreen }
public override void Update(GameTime gameTime) { pShip.Update(gameTime); foreach (Ship currentShip in allShips) { currentShip.Update(gameTime); if (tukHelper.determineDistance(currentShip.myPosition, pShip.myPosition) > 1000f) //should we still draw the ship or is it too far away? { currentShip.visible = false; } else //i guess we are close enough so lets set it to true { currentShip.visible = true; } if (!pShip.Equals(currentShip)) { currentShip.collisionRectangle.X -= 10; if (currentShip.collisionRectangle.Contains(new Point((int)pShip.beamController.singleFireTarget.X, (int)pShip.beamController.singleFireTarget.Y))) { currentShip.shieldsUp = !currentShip.shieldsUp; currentShip.shieldPercentage -= 30 * gameTime.ElapsedGameTime.Milliseconds * 0.01f; } //still off. if (RectCollision.Check(currentShip.collisionRectangle, pShip.ROTATION_POINT, currentShip.rotationAngle, pShip.collisionRectangle, pShip.myPosition, pShip.rotationAngle)) { currentShip.shieldsUp = !currentShip.shieldsUp; } } } if (curScreen.ReleaseMe == true) { curScreen = helmScreen; } curScreen.Update(gameTime); //update our current screen HandleInput(gameTime); //calls our global input hook, which passes any unprocessed input to the currentitleScreen //update network NetworkManager.Update(gameTime); }