Update() public method

public Update ( ) : void
return void
    static void Main(string[] args)
    {
        Enemy e = new Enemy();

        e.Start();
        e.Update();
    }
Esempio n. 2
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 private void Update()
 {
     if (_initialized)
     {
         _enemy.Update(Time.deltaTime);
     }
 }
Esempio n. 3
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        public void Update(GameTime gameTime, ContentManager Content)
        {
            foreach (GameItem gi in gameItems)
            {
                gi.Update();
            }

            foreach (var atk in attacks)
            {
                atk.Update();
            }
            foreach (Bar b in bars)
            {
                b.Update();
            }
            fighter.Update(gameTime);
            enemy.Update(gameTime);
            control.Update(gameTime, Content);
            //test

            playerHealth = control.PlayerHealth.ToString();
            playerMana   = control.PlayerMana.ToString();
            playerAtk    = control.PlayerAtk.ToString();
            playerSpAtk  = control.PlayerSpAtk.ToString();
            enemyHealth  = control.EnemyHealth.ToString();
            enemyMana    = control.EnemyMana.ToString();
            enemyAtk     = control.EnemyAtk.ToString();
            enemySpAtk   = control.EnemySpAtk.ToString();

            //test
        }
Esempio n. 4
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        public static void Run()
        {
            try
            {
                // 敵機のインスタンスの作成
                var enemy = new Enemy();

                // 敵機の更新処理を30回繰り返す
                for (int i = 0; i < 30; ++i)
                {
                    enemy.Update();
                }
            }

            // スクリプト実行時に発生した例外
            catch (CompilationErrorException e)
            {
                Console.WriteLine(e.Message);
            }

            // プログラム実行時に発生した例外
            catch (Exception e)
            {
                Console.WriteLine(e.Message);
            }
        }
Esempio n. 5
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        public void UpdateGame(ResponseGameInfo gameInfo, IReadOnlyCollection <SC2APIProtocol.Unit> sc2Units)
        {
            if (latestGameInfo == null)
            {
                return;
            }

            latestGameInfo = gameInfo;

            Resources.Update(sc2Units);
            Enemy.Update(sc2Units);
            Self.Update(sc2Units);



            foreach (var cc in Self.Buildings.LocateAll <ControlAbleBuilding>())
            {
                cc.Train(Terran.CommandCenter.Units.Scv);
            }



            Self.Units.First().SetupHighOrder(new HighLevelOrder()
            {
                Goal = Goal.Scout, Duration = Duration.AsLongAsPossible, Area = MapArea.EnemyBase
            });
        }
 public void Update(GameTime gameTime) //Update method
 {
     if (enemySpawned == numEnemy)     //If the number of enemies spawned equals the number of enemies, no more enemies are spawned
     {
         actSpawn = false;
     }
     if (actSpawn)                                                   //If enemies need spawning
     {
         spawnTimer += (float)gameTime.ElapsedGameTime.TotalSeconds; //Timer is incremented by the amount of seconds that have passed since the last update
         if (spawnTimer > 1)                                         //If more than 1 second has passed
         {
             addEnemy();                                             //Calls the addEnemy method
         }
     }
     for (int i = 0; i < enemies.Count; i++) //For each enemy in the list
     {
         Enemy enemy = enemies[i];           //The current enemy
         enemy.Update(gameTime);             //Calls the update method in the enemy class
         if (enemy.IsDead)                   //If enemy is dead
         {
             if (enemy.CurrentHealth > 0)    //If current health is bigger than 0, the enemy is considered to be at the end and the player loses lives
             {
                 enemyAtEnd    = true;
                 player.Lives -= 1;
             }
             else//If the enemy has no remaining health the player is given currency
             {
                 player.Money += enemy.GoldGiven;
             }
             enemies.Remove(enemy); //We remove the current enemy from the list
             i--;                   //Decrement the i value
         }
     }
 }
Esempio n. 7
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        private void UpdatePhysics(GameTime gameTime)
        {
            for (int i = 0; i < enemySpawner.Enemies.Count; i++)
            {
                Enemy enemy = enemySpawner.Enemies[i];

                if (enemy != null)
                {
                    enemy.Update(gameTime);

                    if (enemy.Bounds.Intersects(player.Bounds))
                    {
                        gameScreen = GameScreen.Defeat;
                    }

                    for (int j = 0; j < player.ShotList.Count; j++)
                    {
                        Shot shot = player.ShotList[j];

                        if (enemy.Bounds.Intersects(shot.Bounds))
                        {
                            enemySpawner.Enemies.RemoveAt(i);
                            enemy = null;
                            i--;

                            player.ShotList.RemoveAt(j);
                            shot = null;
                            j--;

                            break;
                        }
                    }
                }
            }
        }
Esempio n. 8
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        public void Update(float deltaTime)
        {
            void UpdateUnit(SpaceUnit unit)
            {
                Enemy enemy = unit as Enemy;

                if (enemy.Update(deltaTime))
                {
                    enemy.RemoveFromWorld();
                }
                if (enemy.HaveReachedLastWayPoint)
                {
                    OnEnemyReachedLastPoint?.Invoke(enemy);
                }
            }

            // Update units in cells.
            for (int y = 0; y < spacePartitioner.TotalCells.Y; y++)
            {
                for (int x = 0; x < spacePartitioner.TotalCells.X; x++)
                {
                    for (int i = spacePartitioner.Cells[y][x].Count - 1; i >= 0; i--)
                    {
                        UpdateUnit(spacePartitioner.Cells[y][x].ElementAt(i));
                    }
                }
            }
            // Update OutOfBoundsUnits.
            for (int i = spacePartitioner.OutOfBoundsUnits.Count - 1; i >= 0; i--)
            {
                UpdateUnit(spacePartitioner.OutOfBoundsUnits.ElementAt(i));
            }
        }
Esempio n. 9
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        public void Update(GameTime gameTime)
        {
            timer -= gameTime.ElapsedGameTime.TotalSeconds;

            double fieldOfView = Vector2.Distance(Player.Position,
                                                  Enemy.Position);

            // Enemy can see player in field of view and changes direction
            if (fieldOfView < 500)
            {
                Vector2 direction = Player.Position - Enemy.Position;
                direction.Normalize();

                Enemy.Direction = direction;
            }
            else if (timer < 0)
            {
                int x = RandomNumber.Generator.Next(3) - 1;
                int y = RandomNumber.Generator.Next(3) - 1;

                Enemy.Direction = new Vector2(x, y);
                timer           = maxTime;
            }

            Enemy.Update(gameTime);
        }
Esempio n. 10
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        /// <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)
        {
            keyState = Keyboard.GetState();
            // For Mobile devices, this logic will close the Game when the Back button is pressed
            // Exit() is obsolete on iOS
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || keyState.IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            //Update cities
            foreach (City city in cities)
            {
                city.Update(keyState, gameTime, GraphicsDevice);
            }

            //update missile and enemy rocket
            missile.Update(keyState, gameTime, GraphicsDevice);
            enemy.Update(keyState, gameTime, GraphicsDevice);
            CollisionDetection();

            // TODO: Add your update logic here

            base.Update(gameTime);
        }
Esempio n. 11
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    private void Update()
    {
        //fire1.transform.position = huoba.position;
        enemy.Update();
        if (faceto == 1)
        {
            transform.rotation = Quaternion.Euler(0, 90, 0);
        }
        else
        {
            transform.rotation = Quaternion.Euler(0, -90, 0);
        }

        if (Hp <= 0 && !dead)
        {
            enemy.SetStage(boss_dead_stage);
            candamage = false;
            dead      = true;
        }
        // tuozhan();
        FSeePlayer();
        attcd   -= Time.deltaTime;
        exattcd -= Time.deltaTime;

        houtiao();
    }
Esempio n. 12
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        /// <summary>
        /// Updates the enemies.
        /// </summary>
        /// <param name="gameTime">The GameTime.</param>
        private void UpdateEnemies(GameTime gameTime)
        {
            for (int i = 0; i < Enemies.Count; i++)
            {
                Enemy enemy = Enemies[i];
                enemy.Position = new Vector2(enemy.Position.X - (enemy.Velocity * gameTime.ElapsedGameTime),
                                             enemy.Position.Y);

                if (enemy.Position.X <= -48)
                {
                    //the enemy is out of bounds, remove it.
                    Enemies.Remove(enemy);
                    i++;

                    //new patch: also remove some score (75%)
                    Score -= (int)(enemy.Velocity * 1000 * 0.75);
                    if (Score < 0)
                    {
                        Score = 0;
                    }
                }
                else
                {
                    enemy.Update(gameTime);
                }
            }
        }
Esempio n. 13
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		/// <inheritdoc />
		public override void OnUpdate(float delta) {
			Clear(Pixel.Presets.Black);

			if (!started) {
				DrawText(new Point(ScreenWidth / 4, 100), "Dodger", Pixel.Presets.White, 3);
				DrawText(new Point(ScreenWidth / 5, 150), "Press 'Enter' To Start", Pixel.Presets.White);

				if (GetKey(Key.Enter).Pressed) {
					started = true;
				}

				return;
			}

			if (gameOver) {
				DrawText(new Point(ScreenWidth / 4, ScreenHeight / 2), $"Your Score: {score}", Pixel.Presets.White);
				DrawText(new Point(ScreenWidth / 5, ScreenHeight / 2 + 10), "Press 'Enter' To Restart", Pixel.Presets.White);

				if (GetKey(Key.Enter).Pressed) {
					Reset();
				}
			}

			enemyElapsed += delta;

			if (enemyElapsed > enemyTimer) {
				enemies.Add(new Enemy(Random(ScreenWidth), -50, Random(200f, 300f), Random(5, 30), Random(5, 30)));
				enemyElapsed -= enemyTimer;

				enemyTimer = 0.25f + Random(-0.125f, 0.125f);
			}

			player.Render(this, gameOver ? Pixel.Presets.Red : Pixel.Presets.White);

			for (int i = enemies.Count - 1; i >= 0; i--) {
				Enemy enemy = enemies[i];

				if (!gameOver) { enemy.Update(delta); }
				enemy.Render(this);

				if (Colliding(enemy)) { gameOver = true; }

				if (enemy.Pos.Y >= ScreenHeight + enemy.Height) {
					score += 10;
					enemies.RemoveAt(i);
				}
			}

			if (!gameOver) {
				if (GetKey(Key.Left).Down) {player.Update(-1, delta); }
				if (GetKey(Key.Right).Down){player.Update(1, delta); }
			}

			player.Constrain(this);

			DrawText(new Point(5, 5), $"Score: {score}", Pixel.Presets.White);
		}
Esempio n. 14
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        /// <summary>
        /// Update everything in the state
        /// </summary>
        public override void Update(GameTime gameTime)
        {
            //m_player.CollidedWith(m_car);
            //coll_manager.Update(m_player);
            //m_player.CollidedWith(m_car);
            //m_player.CollidedWith(m_block);

            m_player.Update();
            m_enemy.Update(m_player);
        }
Esempio n. 15
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 /// <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)
 {
     enemy.Update();
     player.Update(map, spriteBatch);
     FPSUpdate(gameTime);
     UI.Update(gameTime);
     base.Update(gameTime);
     if (IDE.ENABLE)
     {
         IDE.Update(gameTime);
     }
 }
Esempio n. 16
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        private void UpdateEnemies(GameTime gameTime)
        {
            enemyCount = startEnemyCount + (int)(elapsedTime / 10);

            while (enemies.Count < enemyCount)
            {
                Enemy enemy = new Enemy();
                enemy.Initialize(this, random);
                enemies.Add(enemy);
            }
            enemies.ForEach(enemy => enemy.Update(gameTime));
        }
Esempio n. 17
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    private void UpdateEnemies()
    {
        foreach (EnemyData Enemy in new List <EnemyData>(EnemySprites))
        {
            Enemy.Update();

            if (Enemy.Disposed)
            {
                EnemySprites.Remove(Enemy);
                return;
            }
        }
    }
Esempio n. 18
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        protected override void Update(GameTime gameTime)
        {
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            Cell.UpdateCellsOnScreen(character.camera.position, gameWidth, gameHeight);

            if (!character.isInteracting)
            {
                character.Update(gameTime);
            }

            foreach (var npc in map.npcs)
            {
                npc.Update(gameTime);
            }

            foreach (var col in map.colliders)
            {
                col.Update(gameTime);
            }

            foreach (var enemy in map.enemies)
            {
                enemy.Update(gameTime);
            }

            foreach (var so in map.objects)
            {
                so.Update();
            }

            #region fps

            totalSeconds += gameTime.ElapsedGameTime.Ticks / 10000000f;
            frames++;
            fps = (1f / (float)totalSeconds) * frames;

            if ((int)totalSeconds > 1)
            {
                frames       = 0;
                totalSeconds = 0;
                Console.WriteLine(fps);
            }

            #endregion

            base.Update(gameTime);
        }
Esempio n. 19
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        public void Update(GameTime gameTime)
        {
            EnemyTest.Clear();
            for (Byte index = 0; index < maxEnemySpawn; index++)
            {
                Enemy enemy = EnemyList[index];
                enemy.Update(gameTime);

                if (EnemyType.Test == enemy.EnemyType)
                {
                    EnemyTest.Add(enemy);
                }
            }
        }
Esempio n. 20
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        /// <summary>
        /// This is where all the Tower defense update calls should be placed so that it is easy to transfer our
        /// project over to the main one without having to add a lot of code to the main program.
        /// </summary>
        /// <param name="gametime">current game time</param>
        /// <param name="keyboard">keyboard state</param>
        /// <param name="mouse">mouse state</param>
        public static void Update(GameTime gametime, KeyboardState keyboard, MouseState mouse)
        {
            Random random = new Random();

            if (LastWaveUpdate == TimeSpan.Zero)
            {
                LastWaveUpdate = gametime.TotalGameTime;
            }

            if (currentWave != null && !currentWave.complete)
            {
                currentWave.update(gametime);
                LastWaveUpdate = gametime.TotalGameTime;
            }
            else if ((gametime.TotalGameTime - LastWaveUpdate) > SpawnNextWaveIn)
            {
                if (TDPlayerStats.currentWave == TDPlayerStats.maxWaves)
                {
                    TPEngine.Get().State.PopState();
                    TPEngine.Get().State.PushState(new TDScoreScreenState());
                }

                TDPlayerStats.Money += 5;
                TDPlayerStats.currentWave++;
                currentWave = new EnemyWave(random.Next(8, 12), 1);

                //LastWaveUpdate = gametime.TotalGameTime;
            }

            if (TDPlayerStats.Grade <= 0)
            {
                TPEngine.Get().State.PopState();
                TPEngine.Get().State.PushState(new TDScoreScreenState());
            }

            if (Keyboard.GetState().IsKeyDown(Keys.X) && !clicked)
            {
                TDPlayerStats.Grade = 0;
                TPEngine.Get().State.PopState();
                TPEngine.Get().State.PushState(new TDScoreScreenState());
                clicked = true;
            }
            TowerBuilder.UpdateKeyboardInput(keyboard, mouse);
            Enemy.Update(gametime);
            Tower.Update(gametime);
            Projectile.UpdateProjectiles(gametime);
            Window.Update(gametime, keyboard, mouse);
        }
    public override void Update()
    {
        if (!m_bPause)
        {
            base.Update();

            if (m_pRenderer.isVisible && m_pEnemyBUS.IsAlive)
            {
                m_pEnemyBUS.Update();
            }
        }

        if (!m_pEnemyBUS.IsAlive && !m_pRenderer.isVisible)             // If dead and out of screen
        {
            Destroy(gameObject);
        }
    }
Esempio n. 22
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        public void Update(GameTime gameTime)
        {
            player.Update(gameTime);
            enemy.Update(gameTime);
            ball.Update(gameTime);

            if (ball.Hitbox.X < 0)
            {
                EnemyScores++;
                StartGame();
            }
            else if (ball.Hitbox.X > graphics.PreferredBackBufferWidth)
            {
                PlayerScores++;
                StartGame();
            }
        }
Esempio n. 23
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        public void Update(GameTime gameTime)
        {
            if (enemiesSpawned == numOfEnemies)
            {
                spawningEnemies = false;    // stop spawning when we reach max
            }
            if (spawningEnemies)
            {
                spawnTimer += (float)gameTime.ElapsedGameTime.TotalSeconds;

                if (spawnTimer > 2) // every 2 seconds, spawn another enemy
                {
                    AddEnemy();
                }
            }

            for (int i = 0; i < enemies.Count; i++)
            {
                Enemy enemy = enemies[i];
                enemy.Update(gameTime);

                // if an enemy "dies" we check if it died by a turret or by reaching the end
                if (enemy.IsDead)
                {
                    // if enemy still has health, but is tagged as "dead"
                    // than it is at the end of the path.
                    if (enemy.CurrentHealth > 0)
                    {
                        enemyAtEnd    = true;
                        player.Lives -= 1;
                    }
                    else
                    {
                        // otherwise the enemy died to a tower, so money should be awarded
                        player.Money += enemy.BountyGiven;
                    }

                    enemies.Remove(enemy);
                    i--;
                }
            }
        }
Esempio n. 24
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        public void Update(GameTime gameTime)
        {
            //enemy toevoegen aan de list
            if (enemiesSpawned == numOfEnemies)
            {
                spawingEnemies = false;
            }

            if (spawingEnemies)
            {
                spawnTimer += (float)gameTime.ElapsedGameTime.TotalSeconds;
                if (spawnTimer > 2)
                {
                    AddEnemy();
                }
            }



            //kijken of een enemy in de list dood is
            for (int i = 0; i < Textures.Waterenemies.Count; i++)
            {
                Enemy enemy = Textures.Waterenemies[i];
                enemy.Update(gameTime);
                if (enemy.IsDead)
                {
                    if (enemy.CurrentHealth > 0)
                    {
                        enemyAtEnd    = true;
                        player.Lives -= 1;
                    }

                    else
                    {
                        player.Money += enemy.MoneyGiven;
                    }

                    Textures.Waterenemies.Remove(enemy);
                    i--;
                }
            }
        }
Esempio n. 25
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    private void Update()
    {
        enemy.Update();
        if (faceto == 1)
        {
            transform.rotation = Quaternion.Euler(0, 90, 0);
        }
        else
        {
            transform.rotation = Quaternion.Euler(0, -90, 0);
        }

        if (Hp <= 0 && !dead)
        {
            enemy.SetStage(lizarrd_dead_stage);
            candamage = false;
            dead      = true;
        }
        tuozhan();
    }
Esempio n. 26
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    private void Update()
    {
        enemy.Update();
        if (faceto == 1)
        {
            transform.rotation = Quaternion.Euler(0, 90, 0);
        }
        else
        {
            transform.rotation = Quaternion.Euler(0, -90, 0);
        }

        if (Hp <= 0 && !dead)
        {
            enemy.SetStage(assassin_dead_stage);
            candamage = false;
            dead      = true;
        }
        skillcound -= Time.deltaTime;
    }
Esempio n. 27
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        public override void Update(GameTime gameTime)
        {
            ScreenUpdate();
            player.Update(gameTime);

            Local.waypoints[0] = player.position;


            if (currentEnemy < 4)
            {
                timer += (float)gameTime.ElapsedGameTime.TotalMilliseconds;

                if (timer >= 10000)
                {
                    timer = 0;
                    currentEnemy++;
                    pokemon = new Enemy(Local.textures[currentEnemy], pokemon.position, pokemon.speed + 20);
                }
            }
            pokemon.Update(gameTime);
        }
Esempio n. 28
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    void Update()
    {
        if (k_Target != null)
        {
            DistanceBetween(transform.position, k_Target.transform.position);
        }

        if (k_UsedStart == false && k_CurrentState != null)
        {
            k_CurrentState.Start();
            k_UsedStart = true;
        }

        if (k_CurrentState != null)
        {
            if (k_Target != null)
            {
                k_CurrentState.Update();
            }
        }

        //if (k_Controller.HitObj != null)
        //{
        //    if (k_Controller.HitObj.name == "Mega_Man")
        //    {
        //        if (!k_Controller.HitObj.GetComponent<Player>().IsDamaged)
        //        {
        //            if (k_Controller.collisions.left || k_Controller.collisions.right || k_Controller.collisions.below || k_Controller.collisions.above || k_HitPlayer)
        //            {
        //                k_Controller.HitObj.GetComponent<Health>().CurrentHealth -= k_Damage;
        //                k_Controller.HitObj.GetComponent<Player>().Damage();
        //                k_HitPlayer = false;
        //            }
        //        }
        //    }
        //}
    }
Esempio n. 29
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    private void Update()
    {
        enemy.Update();
        if (faceto == 1 && !dead)
        {
            transform.rotation = Quaternion.Euler(0, 90, 0);
        }
        else if (faceto == -1 && !dead)
        {
            transform.rotation = Quaternion.Euler(0, -90, 0);
        }

        if (Hp <= 0 && !dead)
        {
            candamage = false;
            enemy.SetStage(bird_dead_stage);
            dead = true;
        }

        for (int i = 0; i < 2; i++)
        {
            wings[i].transform.Rotate(new Vector3(0, 0, 10));
        }
    }
Esempio n. 30
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 void Update()
 {
     linkedScript.Update();
 }