Esempio n. 1
0
        public void Update(GameTime gt)
        {
            endGoal.isColliding(player.PlayerRect);
            GameTime gameTime = gt; // takes gametime object and assigns it to gametime variable

            player.Update(gameTime);
            foreach (Gold g in gemsList) // getting the score
            {
                g.CollisionCheck(player.PlayerRect);
            }
            foreach (Enemy e in enemyList)
            {
                e.Update(gameTime);
            }
            KeyboardState keyBoardState = Keyboard.GetState(); //create a keyboard state variable to hold current keyboard state

            if (keyBoardState.IsKeyDown(Keys.P) && lastState.IsKeyDown(Keys.P))
            {
                gameState.PauseGame(game, this);
            }
            if (keyBoardState.IsKeyDown(Keys.G) && lastState.IsKeyDown(Keys.G))
            {
                gameState.EndGame(levelFile);
            }

            /*if (keyBoardState.IsKeyDown(Keys.K) && lastState.IsKeyUp(Keys.K))
             * {
             *  MoveDown(5);
             * }
             * if (keyBoardState.IsKeyDown(Keys.I) && lastState.IsKeyUp(Keys.I))
             * {
             *  MoveUp(-5);
             * }*/
            this.MoveScreen(gameTime);

            /*if (player.PlayerRect.Y <= 20)
             * {
             *  MoveDown((game.screenHeight/2));
             * }*/

            if (player.PlayerRect.Y >= (game.screenHeight))
            {
                gameState.EndGame(levelFile);
            }

            lastState = keyBoardState; // assigns current keyboard state to the last keyboard state
        }
Esempio n. 2
0
 public void isColliding(Rectangle pos)
 {                                                                           //
     if ((pos.X > xPostion && pos.X < xPostion + width / 2) && (pos.Y > yPostion - height && pos.Y < yPostion + height))
     {
         if (Music.canPlay)
         {
             game.goalS.Play();
         }
         save.UnlockNextLvl(save.ReadUnlock());
         save.UpdateFile();
         save.newHighScore(gameScreen.LevelName, gameScreen.Score);
         save.UpdateHighScore();
         state.EndGame(ls.CurrentLevel);
         // have the next level unlocked
     }
 }