private Boolean TryOpenDoor(GridSlot p_slot, EDirection p_dir) { List <InteractiveObject> doors = p_slot.GetDoors(); for (Int32 i = 0; i < doors.Count; i++) { Door door = (Door)doors[i]; if (door.Location == p_dir && door.State == EInteractiveObjectState.DOOR_CLOSED && door.Commands.Count > 0) { door.Execute(LegacyLogic.Instance.MapLoader.Grid); door.Update(); return(true); } } GridSlot neighborSlot = p_slot.GetNeighborSlot(LegacyLogic.Instance.MapLoader.Grid, p_dir); doors = neighborSlot.GetDoors(); for (Int32 j = 0; j < doors.Count; j++) { Door door2 = (Door)doors[j]; if (door2.Location == EDirectionFunctions.GetOppositeDir(p_dir) && door2.State == EInteractiveObjectState.DOOR_CLOSED && door2.Commands.Count > 0) { door2.Execute(LegacyLogic.Instance.MapLoader.Grid); door2.Update(); return(true); } } return(false); }
private void BtnSave_Click(object sender, RoutedEventArgs e) { Door door = new Door(); door.Id = Convert.ToInt32(tbxDoorId.Text); if (door.Id == 0 && tbxDoorName.Text != "" && tbxDepartmentId.Text != "")//insert { door.Name = tbxDoorName.Text; door.DepartmentId = Convert.ToInt32(tbxDepartmentId.Text); int sonuc = door.Insert(); MessageBox.Show("Kayıt Başarılı."); LoadDoorsGrid(); BtnNew_Click(null, null); } else if (door.Id != 0)//update { int sonuc = door.Update(); MessageBox.Show("Güncelleme Başarılı."); LoadDoorsGrid(); BtnNew_Click(null, null); } else { MessageBox.Show("Door ismi ve Department Id yazınız."); } LoadDoorsGrid(); BtnNew_Click(null, null); }
public override void Update(GameTime gameTime, bool OtherScreenHasFocus, bool CoveredByOtherScreen) { //Transition out if (Door.CurrentAnimation == 0) { Background.Update(gameTime); Player.Update(gameTime); Camera.Update(gameTime); Score.Update(gameTime); EnemyManager.Update(gameTime); Health.Update(gameTime); GFM.Update(gameTime); PickupManager.Update(gameTime); } else { if (Door.FinishedOnce) { ScreenManager.AddScreen(new DeathScreen(ScreenManager, Score.Value)); ScreenManager.RemoveScreen(this); } } Door.Update(gameTime); base.Update(gameTime, OtherScreenHasFocus, CoveredByOtherScreen); }
public override void Update(GameTime gameTime, bool OtherScreenHasFocus, bool CoveredByOtherScreen) { Door.Update(gameTime); if (Door.FinishedOnce == true && Door.CurrentAnimation == 1) { ScreenManager.AddScreen(new GameScreen(ScreenManager)); ScreenManager.RemoveScreen(this); } base.Update(gameTime, OtherScreenHasFocus, CoveredByOtherScreen); }
// Update is called once per frame void Update() { if (GetComponent <mouseHovor>().mouseOver == true && Input.GetKeyDown(KeyCode.E)) { DoorView.RPC("DoorInteract", RpcTarget.AllBuffered, null); //ThisDoor.Interact(); } else if (locked && ThisKey.GetPicked() == true && GetComponent <mouseHovor>().mouseOver == true && Input.GetKeyDown(KeyCode.Mouse0)) { if (Player.AllPlayers[0].UseItemInInventory(ThisKey)) { DoorView.RPC("DoorUnlock", RpcTarget.AllBuffered, null); } } ThisDoor.Update(); }
public override void Update(GameTime gameTime, bool OtherScreenHasFocus, bool CoveredByOtherScreen) { Door.Update(gameTime); Menu.Update(gameTime); Score.Update(gameTime); if (Door.CurrentAnimation == 1) { if (Door.FinishedOnce) { if (Menu.CurrentFrame == 0) { ScreenManager.AddScreen(new GameScreen(ScreenManager)); } else { ScreenManager.AddScreen(new MenuScreen(ScreenManager)); } ScreenManager.RemoveScreen(this); } } base.Update(gameTime, OtherScreenHasFocus, CoveredByOtherScreen); }
public override void Update(GameTime gameTime) { InputHelper.Update(); if (GameState.isDead) { Game.SetScene(new DeathScene(Game, Graphics)); return; } var pc = InputHelper.GetPlayerController(); var Projectiles = Player.Update(pc, sprites, gameTime); var enProjectiles = new List <EnemyProjectile>(); bool touching; touching = door.Update(Player, gameTime); if (touching) { ClearAndLoad(Level.NextLevel()); } foreach (var sprite in sprites) { if (sprite == Player) { continue; } if (sprite is Enemy) { var enemy = (Enemy)sprite; enProjectiles.AddRange(enemy.Update(gameTime, sprites, Player)); } else if (sprite is Wall) { var wall = (Wall)sprite; wall.Update(gameTime, sprites.Where(x => x is Projectile).ToList()); } else if (sprite is Door) { } else { sprite.Update(gameTime); } } if (pc.Space) { var portals = sprites.Where(x => x is Portal).ToList(); foreach (Portal portal in portals) { SoundManager.PlaySound("warp"); Player.TeleportTo(new Vector2(portal.Rectangle.X, portal.Rectangle.Y)); portal.IsDead = true; break; } } if (pc.Mouse.LeftClicked) { var portals = sprites.Where(x => x is Portal).ToList(); foreach (Portal portal in portals) { if (portal.Rectangle.Contains(pc.Mouse.Position)) { SoundManager.PlaySound("warp"); Player.TeleportTo(new Vector2(portal.Rectangle.X, portal.Rectangle.Y)); portal.IsDead = true; break; } } } var deadSprites = sprites.Where(x => x.IsDead).ToList(); foreach (var s in deadSprites) { if (s is Enemy) { sprites.Add(new Portal(ContentManager.GetImage("Portal"), new Vector2(s.Rectangle.X, s.Rectangle.Y))); } sprites.Remove(s); } if (Projectiles != null && Projectiles.Count() > 0) { SoundManager.PlaySound("fire"); foreach (var proj in Projectiles) { sprites.Add(proj); } } if (enProjectiles != null && enProjectiles.Count() > 0) { SoundManager.PlaySound("fire"); foreach (var proj in enProjectiles) { sprites.Add(proj); } } checkIfAllEnemiesAreDead(); HUD.Update(gameTime); }
public void UpdateDoor(float ms) { _door.Update(ms); }