public void Update(TimeSpan gameTime, Input input) { //Logic to toggle debug mode if F3 is pressed if (input.IsKeyDown(Keys.F3) && isF3Released == true) { Game.DebugView = !Game.DebugView; isF3Released = false; } isF3Released = input.IsKeyUp(Keys.F3); CurrentGameState.Update(gameTime, input); }
public void Update(TimeSpan GameTime, Input input, List<Entity> entityList) { #region Player Death if (!Alive) { if (canRespawn == false) { //Player fadeout animation DeathDeltaTime = GameTime.TotalMilliseconds - DeathStartTimer; //stops the DeathDeltaTimer from going over 1800, to stop errors with percentage if (DeathDeltaTime > 1800) { DeathDeltaTime = 1800; } //Calculate a percentage oh time till the death animation stops so that we can color the line accordingly double percentage = (1800 - DeathDeltaTime) / 1800; //Sets the color of the player depending on the delta time Model.ModelColor = Color.FromArgb(255, (int)(percentage * 255), (int)(percentage * 255), (int)(percentage * 255)); if (DeathDeltaTime >= 1800) { canRespawn = true; } //Stops the flame from being drawn when the player is dead; DrawFlame = false; } } #endregion #region Player Movement //Moving and rotating the player depending of different input if (Alive) { if (input.IsKeyDown(Keys.Right)) { AddToAngle(PlayerTurnSpeed); } if (input.IsKeyDown(Keys.Left)) { AddToAngle(-PlayerTurnSpeed); } if (input.IsKeyDown(Keys.Up)) { Velocity = Direction * PlayerSpeed; } //Displaying the flickering flame if the player is moving and if (input.IsKeyDown(Keys.Up)) { if (GameTime.TotalMilliseconds > (FlameStartTimer + PlayerFlameInterval)) { FlameStartTimer = GameTime.TotalMilliseconds; DrawFlame = !DrawFlame; } } if (input.IsKeyUp(Keys.Up)) { DrawFlame = false; FlameStartTimer = 0; } } #endregion #region Player Shooting if (input.IsKeyDown(Keys.Space) && Alive) { if (GameTime.TotalMilliseconds > (BulletStartTimer + PlayerBulletInterval)) { //Fire a new bullet and reset the start time //add a rotated vector of -25 in the Y direction to have the bullet shoot from the nose of the ship Bullet bullet = new Bullet(Game, Position + new Vector2(0, -25).Rotate(Angle), Direction, GameTime.TotalMilliseconds); bulletList.Add(bullet); //reset the bullet timer to stop the ship from firing a constant stream of bullets BulletStartTimer = GameTime.TotalMilliseconds; } } //Update every bullet in the list foreach (Bullet bullet in bulletList) { bullet.Update(GameTime, input); } #endregion #region Asteroids and Bullet Collision foreach (Bullet bullet in bulletList) { if (bullet.Alive) { foreach (Entity entity in entityList.ToList()) { if (entity is Asteroid) { Asteroid asteroid = (Asteroid)entity; if (asteroid.Alive) { if (Hitbox.Collision(bullet.BulletHitbox, asteroid.AsteroidHitbox)) { asteroid.BulletHitPosition = bullet.Position; asteroid.Kill(); bullet.Kill(); if (AsteroidKill != null) { AsteroidKill(asteroid.Size); } } } } } } } #endregion #region Player and Asteroid Collision if (Alive && !IsImmortal) { foreach (Entity entity in entityList.ToList()) { if (entity is Asteroid) { Asteroid asteroid = (Asteroid)entity; if (asteroid.Alive) { if (Hitbox.Collision(asteroid.AsteroidHitbox, PlayerHitbox)) { //kill the asteroid that collided with the player (causing it to split) asteroid.Kill(); //call the on plater death event if (Death != null) { Death(); } //call the asteroid killed event if (AsteroidKill != null) { AsteroidKill(asteroid.Size); } //Set alive to false and set the death animation start timer Alive = false; DeathStartTimer = GameTime.TotalMilliseconds; } } } } } #endregion #region Immortality if (IsImmortal) { double TimePassed = GameTime.TotalMilliseconds - ImmortalityStartTime; if (TimePassed > ImmortalityTime) //stop the immortality { Hide = false; IsImmortal = false; } else { int ModResult = ((int)TimePassed) / ImmortalityFlashInterval; Hide = MathUtil.IsEven(ModResult); } } #endregion //Move the player by its velocity base.Update(GameTime, input); //Lower the velocity to add the effect of friction to the player //If the keys are still being pressed, then this will be discounted //because the velocity is reset Velocity = Velocity - (Velocity * PlayerFrictionFactor); }