/// <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) { //check for input background.Update(gameTime); //get input float[] R = new float[9]; SensorManager.GetRotationMatrix(R, null, Activity1.accelValues, Activity1.magnetoValues); float[] orientation = new float[9]; SensorManager.GetOrientation(R, orientation); float roll = (float)Java.Lang.Math.ToDegrees(orientation[2]); touchCollection = TouchPanel.GetState(); TouchLocation[] touches = new TouchLocation[touchCollection.Count]; for (int i = 0; i < touchCollection.Count; i++) { touches[i] = new TouchLocation(touchCollection[i].Id, touchCollection[i].State, touchCollection[i].Position * Game1.screenSize / new Vector2(Window.ClientBounds.Width, Window.ClientBounds.Height)); } switch (state) { case GameState.Start: startScreen.Update(touches, Window); break; case GameState.Playing: level.Update(gameTime, touches, roll); pauseScreen.Update(touches, Window); break; case GameState.End: endScreen.Update(touches, Window); break; } }
public override void Update() { if (Level != null) { Level.Update(); } ShowStatistics = Input.Tab.Down; if (Input.Esc.Clicked) { Paused = !Paused; } if (Paused) { PausePopUp.Update(); } if (TeamNotSelected) { TeamSelectPopUp.Update(); } if (!IsPlaying()) { StopPlaying(); } }
public override void Update() { if (!IsPaused) { AudioManager.Update(); PhysicsManager.Update(); UpdateManager.Update(); PhysicsManager.CheckCollisions(); TriggerManager.CheckTriggers(); CameraManager.Update(); // si fa alla fine BackgroundManager.Update(); } else { pause.Update(); } }
protected override void Update(GameTime gameTime) { // TODO: Add your update logic here switch (gameState) { case GameState.Menu: mainMenu.Update(gameTime); background.Speed = 1; background.Update(gameTime); break; case GameState.MediumDifficulty: pause.PrevGameState = "Medium"; foreach (var asteroid in asteroidList) { if (player.BoundingBox.Bottom < asteroid.Position.Y) { asteroid.IsVisible = false; player.IncreaseScore(10); } } hud.Update(player.Score); background.Speed = 3; background.Update(gameTime); player.Update(gameTime); LoadAsteroids(); UpdateAsteroids(); KeyboardState keyboard = Keyboard.GetState(); if (keyboard.IsKeyDown(Keys.Escape)) { gameState = GameState.Pause; } break; case GameState.EasyDifficulty: pause.PrevGameState = "Easy"; asteroidCount = 3; foreach (var asteroid in asteroidList) { if (player.BoundingBox.Bottom < asteroid.Position.Y) { asteroid.IsVisible = false; player.IncreaseScore(10); } } hud.Update(player.Score); background.Speed = 3; background.Update(gameTime); player.Update(gameTime); LoadAsteroids(); UpdateAsteroids(); KeyboardState keyboardED = Keyboard.GetState(); if (keyboardED.IsKeyDown(Keys.Escape)) { gameState = GameState.Pause; } break; case GameState.HardDifficulty: pause.PrevGameState = "Hard"; asteroidCount = 7; foreach (var asteroid in asteroidList) { if (player.BoundingBox.Bottom < asteroid.Position.Y) { asteroid.IsVisible = false; player.IncreaseScore(10); } } hud.Update(player.Score); background.Speed = 3; background.Update(gameTime); player.Update(gameTime); LoadAsteroids(); UpdateAsteroids(); KeyboardState keyboardHD = Keyboard.GetState(); if (keyboardHD.IsKeyDown(Keys.Escape)) { gameState = GameState.Pause; } break; case GameState.Info: KeyboardState keyboardInf = Keyboard.GetState(); if (keyboardInf.IsKeyDown(Keys.Escape)) { gameState = GameState.Menu; } background.Speed = 0; break; case GameState.Exit: Exit(); break; case GameState.GameOver: gameOver.Score = player.Score.ToString(); keyboard = Keyboard.GetState(); if (keyboard.IsKeyDown(Keys.Escape)) { Reset(); gameState = GameState.Menu; } break; case GameState.ChooseDifficulty: chooseDifficulty.Update(gameTime); background.Speed = 1; background.Update(gameTime); break; case GameState.Pause: pause.Update(gameTime); background.Speed = 1; background.Update(gameTime); break; } }
/// <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) { MouseState mouse = Mouse.GetState(); //Mouse.WindowHandle = Window.Handle; Vector2 clickCoord = new Vector2(mouse.X, mouse.Y) + new Vector2((Ecir.cameraMove.X) + 180, (Ecir.cameraMove.Y) + 451); Matrix screenScale = camera.GetTransform(); Point mousePoint = new Point((int)clickCoord.X, (int)clickCoord.Y); //Vector2 mousePos = new Vector2(mouse.X, mouse.Y); // Vector2 worldPosition = Vector2.Transform(mousePos, Matrix.Invert(screenScale)); // Console.WriteLine("mouseX=" + worldPosition.X + "mouseY=" + worldPosition.Y); MenuPause.Mouse1(mousePoint); // Console.WriteLine("mouseX=" + clickCoord.X + "mouseY=" + clickCoord.Y); if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } if (exit) { Exit(); } if (pause) { this.IsMouseVisible = true; } else { this.IsMouseVisible = false; } MenuPause.Update(); keyState = Keyboard.GetState(); if (pause == false) { if (!ecir.EcirDestroy()) { ecir.EcirMove(2, 2); ecir.TerrainColisions(); ecir.EcirLife(); } hollowKnight.Update(); ecir.UpdateTime(gameTime.ElapsedGameTime.TotalSeconds); stairs.Update(); ogre.Update(); ogre.UpdateTime(gameTime.ElapsedGameTime.TotalSeconds); terrain1.Update(); skeleton.Update(); skeleton.UpdateTime(gameTime.ElapsedGameTime.TotalSeconds, gameTime.ElapsedGameTime.Milliseconds); fireBall.Update(); fireBall.CreateFireBall(graphics); fireBall.UpdateTime(gameTime.ElapsedGameTime.TotalSeconds); if (zombie != null) { zombie.UpdateTimer(gameTime.ElapsedGameTime.TotalSeconds); zombie.ZombieChageDirection(); zombie.ZombieMove(); zombie.ZombieLife(); zombie.ZombieColor(); } hollowKnight.UpdateTime(gameTime.ElapsedGameTime.TotalSeconds); Console.WriteLine("Pause==" + pause); base.Update(gameTime); } if (keyState.IsKeyDown(Keys.P) && !keyStateOld.IsKeyDown(Keys.P)) { pause = !pause; //->pausar o jogo } keyStateOld = keyState; if (restart == true) { this.Initialize();//->reiniciar o jogo this.LoadContent(); Zombie.zombieLife = 100; Ecir.life = 100; Ecir.color = Color.White; this.Draw(gameTime); } restart = false; }
/// <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) { #region MenuUpdate switch (CurrentGameState) { case MenuState.GameState.NewGame: Level = options.Level; StartGame(Level, options.HealthPoint); options.HealthPoint = HealthPoint; MediaPlayer.Stop(); CurrentGameState = MenuState.GameState.Playing; MediaPlayer.Play(GameTheme); if (CurrentGameState == MenuState.GameState.Playing) { logic.Update(map, player, camera, gameTime); } break; case MenuState.GameState.Playing: CurrentGameState = logic.GameState(CurrentGameState); logic.Update(map, player, camera, gameTime); pauseSound = true; break; case MenuState.GameState.Options: CurrentGameState = options.Update(); Level = options.Level; HealthPoint = options.HealthPoint; break; case MenuState.GameState.LevelComplete: CurrentGameState = levelComplete.Update(logic.Score); options.Level = logic.Level; break; case MenuState.GameState.MainMenu: options.Level = Level; pauseSound = true; CurrentGameState = mainmenu.Update(); break; case MenuState.GameState.GameOver: CurrentGameState = gameOver.Update(player.Health, player.HasDamaged); break; case MenuState.GameState.Pause: MediaPlayer.Pause(); CurrentGameState = pause.Update(); if (pauseSound) { pause.PlaySound(); pauseSound = false; } break; case MenuState.GameState.Exit: Exit(); break; default: break; } if (CurrentGameState == MenuState.GameState.GameOver && !gameOver.Over) { animationSprite.PlayAnimation(death); } else { animationSprite.PlayAnimation(null); } #endregion base.Update(gameTime); }
protected override void Update(GameTime gameTime) { if (exit) { Exit(); } Newkey = Keyboard.GetState(); Newmouse = Mouse.GetState(); if (Newkey.IsKeyDown(Keys.F1) && Prevkey.IsKeyUp(Keys.F1)) { Godmode = !Godmode; } switch (CurrentGameState) { case Gamestates.Mainmenu: MainMenu.Update(Newmouse); break; case Gamestates.Playing: if (Newkey.IsKeyDown(Keys.Escape)) { CurrentGameState = Gamestates.Pause; } foreach (Spike k in Spikes) { k.Update(); } Character.Update(gameTime); foreach (Character k in Enemies) { k.Update(gameTime); } foreach (Items k in Items) { k.Update(); } break; case Gamestates.Options: Options.Update(Newmouse); if (Options.Apply.IsClicked && Fullscreen != graphics.IsFullScreen) { graphics.ToggleFullScreen(); } break; case Gamestates.OptionsIg: Options.Update(Newmouse); if (Options.Apply.IsClicked && Fullscreen != graphics.IsFullScreen) { graphics.ToggleFullScreen(); } break; case Gamestates.Pause: Pause.Update(Newmouse); break; case Gamestates.Save: menu.Save.Update(Newmouse); break; case Gamestates.Load: menu.Save.Update(Newmouse); break; case Gamestates.GameOver: menu.Gameover.Update(Newmouse); break; case Gamestates.EndScreen: menu.EndScreen.Update(Newmouse); break; case Gamestates.EndSave: menu.Save.Update(Newmouse); break; default: throw new ArgumentOutOfRangeException(); } Kamera.Update(Character); Prevkey = Newkey; Prevmouse = Newmouse; base.Update(gameTime); }