Esempio n. 1
0
        /// <summary>
        /// Allows the end game to update itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        public override void Update(GameTime gameTime)
        {
            Random r = new Random();

            // Create timer and first explosion on first update
            if (timer == null)
            {
                pc.AddExplosion(particleTexture, RandomPosition(), 10, r.Next(3, 10), 1000, RandomColor(), gameTime);
                timer = new Timer(game, 1000);
            }

            // Monitor touches to complete the scene
            foreach (GestureSample gs in InputHandler.Instance.Taps())
                Complete = true;

            // Clear input every frame
            InputHandler.Instance.Clear();

            // Monitor the back button
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
            {
                Complete = true;
                return;
            }

            // Update time and particles
            timer.Update(gameTime);
            pc.Update(gameTime);

            // Add explosions and reset timer when timer is up
            if (timer.IsDone())
            {
                pc.AddExplosion(particleTexture, RandomPosition(), 10, r.Next(3, 10), 1500, RandomColor(), gameTime);
                timer = new Timer(game, 1000);
            }

            base.Update(gameTime);
        }
Esempio n. 2
0
        /// <summary>
        /// Allows the level to update itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        public override void Update(GameTime gameTime)
        {
            // Monitor the back button to quit level
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
            {
                Quit = true;
                return;
            }

            // Update entities
            exit.Update(gameTime);
            player.Update(gameTime);

            // Handles early input cancelling
            if (timer == null)
                timer = new Timer(game, 500);
            timer.Update(gameTime);
            if (!timer.IsDone())
            {
                InputHandler.Instance.Clear();
                return;
            }

            // Set state of level based on player
            state = LevelState.Idle;
            if (player.State == PlayerState.Moving)
                state = LevelState.Moving;

            // Check for win condition
            if (state == LevelState.Idle)
            {
                if (player.Position.Intersects(exit.Position))
                    Complete = true;
            }

            // Update the HUD
            HUD.Update(gameTime);

            // Check for reset
            if (HUD.Reset)
            {
                // Don't show instructions on reset
                Initialize(false);
                timer = null;
                return;
            }

            // Check for Exit()
            if (HUD.Exit)
            {
                Quit = true;
                return;
            }

            // Update blocks
            for (int y = 0; y < map.GetLength(0); y++)
            {
                for (int x = 0; x < map.GetLength(1); x++)
                {
                    if (map[y, x] != null)
                        map[y, x].Update(gameTime);
                }
            }

            // Update lightning effects
            lc.Update(gameTime);

            // Handle new gestures
            if (state == LevelState.Idle && inst == null)
            {
                // Handle player movement
                Direction direction = InputHandler.Instance.DragDirection();
                if (direction != Direction.None)
                    ProcessPlayerMove(direction);

                // Handle block push
                Vector2 doubleTap = InputHandler.Instance.DoubleTap();
                if (doubleTap != Vector2.Zero)
                    ProcessPush(doubleTap);
            }
            // Handle inputs to instructions
            else if (state == LevelState.Idle && inst != null)
            {
                inst.Update(gameTime);
                if (inst.Complete)
                    inst = null;
            }

            // Clear the input this frame
            InputHandler.Instance.Clear();

            base.Update(gameTime);
        }
Esempio n. 3
0
        /// <summary>
        /// Allows the splash screen to update itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        public override void Update(GameTime gameTime)
        {
            // If there is any touch or gesture on the screen, complete the splash screen
            foreach (GestureSample gs in InputHandler.Instance.Taps())
            {
                InputHandler.Instance.Clear();
                Complete = true;
            }

            // Update the splash screen for alpha fading
            switch (state)
            {
                // Fade in the screen
                case SplashState.FadeIn:
                    alpha += 0.05f;
                    if (alpha >= 1)
                        state = SplashState.Display;
                    break;
                // Display normally
                case SplashState.Display:
                    // Create and update timer
                    if (timer == null)
                        timer = new Timer(game, totalTime);
                    timer.Update(gameTime);

                    // Time to fade out?
                    if (timer.IsDone())
                        state = SplashState.FadeOut;
                    break;
                // Fade out screen
                case SplashState.FadeOut:
                    alpha -= 0.05f;
                    if (alpha <= 0)
                        Complete = true;
                    break;
            }

            base.Update(gameTime);
        }