/// <summary> /// Allows the game component to update itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> public override void Update(GameTime gameTime) { KeyboardState ks = Keyboard.GetState(); string message = "Life:" + ship.Lives; lives.Message = message; string scoreMessage = "Score:" + score; scoreString.Message = scoreMessage; if (CollisionManager.Destroyed1) { score += 100; CollisionManager.Destroyed1 = false; } if (timer % 80 == 0 && score < 200) { Texture2D enemyTex = this.Game.Content.Load <Texture2D>("Images/enemy1"); Random r = new Random(); Vector2 enemyPos = new Vector2(Shared.stage.X + enemyTex.Width, r.Next(enemyTex.Height / 4, 401 - enemyTex.Height / 4)); Vector2 enemySpeed = new Vector2(-10, 0); this.enemyShip = new EnemyShip(this.Game, spriteBatch, enemyTex, enemyPos, enemySpeed); enemyList.Add(enemyShip); this.Components.Add(enemyShip); CollisionManager cm = new CollisionManager(this.Game, bulletList, ship, enemyBullet, enemyShip.EnemyBulletList, enemyList, boss1, boss1.Boss1BulletList); this.Components.Add(cm); } else if (bossTimer > 200 && !EnemyBoss1.boss1Appear) { this.Components.Add(boss1); EnemyBoss1.boss1Appear = true; } if (score >= 200) { bossTimer++; } if (bulletList.Count < 3) { if (ks.IsKeyDown(Keys.Space) & oldState.IsKeyUp(Keys.Space)) { bullet = new ShipBullet(this.Game, spriteBatch, ship.Position + new Vector2(0, -4), 15, 0, this.Game.Content.Load <Texture2D>("Images/bullet1"), Color.White); bulletList.Add(Bullet); this.Game.Components.Add(bullet); } } oldState = ks; timer++; // TODO: Add your update code here base.Update(gameTime); }
/// <summary> /// Allows the game component to update itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> public override void Update(GameTime gameTime) { timerSpawn++; string message = "Life:" + ship.Lives; lives.Message = message; string scoreMessage = "Score:" + (score2 + ActionScene1.score); scoreString.Message = scoreMessage; if (timerSpawn >= 120) { enemy2Timer++; KeyboardState ks = Keyboard.GetState(); //boss2.RotationFactor += MathHelper.Pi / 60; if (CollisionManager2.Destroyed2) { score2 += 100; CollisionManager2.Destroyed2 = false; } if (timer % 50 == 0 && score2 < 1000) { Texture2D enemyTex2 = this.Game.Content.Load <Texture2D>("Images/enemy2"); Random r = new Random(); Random s = new Random(); Vector2 enemyPos2 = new Vector2(Shared.stage.X + enemyTex2.Width, r.Next(enemyTex2.Height, 401 - enemyTex2.Height / 4)); Vector2 enemySpeed2 = new Vector2(-10, s.Next(-10, 10)); this.enemyShip21 = new EnemyShip2(this.Game, spriteBatch, enemyTex2, enemyPos2, enemySpeed2); enemyList2.Add(enemyShip21); this.enemyShip22 = new EnemyShip2(this.Game, spriteBatch, enemyTex2, enemyPos2, enemySpeed2); enemyList2.Add(enemyShip22); this.enemyShip23 = new EnemyShip2(this.Game, spriteBatch, enemyTex2, enemyPos2, enemySpeed2); enemyList2.Add(enemyShip23); this.enemyShip24 = new EnemyShip2(this.Game, spriteBatch, enemyTex2, enemyPos2, enemySpeed2); enemyList2.Add(enemyShip24); this.enemyShip25 = new EnemyShip2(this.Game, spriteBatch, enemyTex2, enemyPos2, enemySpeed2); enemyList2.Add(enemyShip25); CollisionManager2 cm2 = new CollisionManager2(this.Game, bulletList, ship, enemyList2, boss2, boss2.Boss2BulletList); this.Components.Add(cm2); } else if (bossTimer > 150 && !EnemyBoss2.boss2Appear) { this.Components.Add(boss2); EnemyBoss2.boss2Appear = true; } if (score2 >= 1000) { bossTimer++; } if (score2 < 1000) { if (enemy2Timer == 5) { Components.Add(enemyShip21); } else if (enemy2Timer == 8) { Components.Add(enemyShip22); } else if (enemy2Timer == 11) { Components.Add(enemyShip23); } else if (enemy2Timer == 14) { Components.Add(enemyShip24); } else if (enemy2Timer == 17) { Components.Add(enemyShip25); } else if (enemy2Timer == 50) { enemy2Timer = 0; } } if (bulletList.Count < 3) { if (ks.IsKeyDown(Keys.Space) & oldState.IsKeyUp(Keys.Space)) { bullet = new ShipBullet(this.Game, spriteBatch, ship.Position + new Vector2(0, -4), 15, 0, this.Game.Content.Load <Texture2D>("Images/bullet1"), Color.White); bulletList.Add(Bullet); this.Game.Components.Add(bullet); } } oldState = ks; timer++; } // TODO: Add your update code here base.Update(gameTime); }