Esempio n. 1
0
        public override void Update(GameTime gameTime, InputState inputState)
        {
            if (IsAlive)
            {
                int rnd = _random.Next(0, 10);

                float distance = gameTime.ElapsedGameTime.Milliseconds/10.0f;

                MovementVector = Vector2.Zero;

                switch (rnd)
                {
                    case 0:
                        // move up
                        MovementVector.Y -= 1.0f;
                        break;
                    case 1:
                        // move right
                        MovementVector.X += 1.0f;
                        break;
                    case 2:
                        // move down
                        MovementVector.Y += 1.0f;
                        break;
                    case 3:
                        // move left
                        MovementVector.X -= 1.0f;
                        break;
                }

                CenterPosition += MovementVector * distance;
            }
        }
Esempio n. 2
0
 public override void Update(GameTime gameTime, InputState inputState)
 {
     foreach (IDrawableGameComponent item in _enemies)
     {
         item.Update(gameTime, inputState);
     }
 }
Esempio n. 3
0
        public override void Update(GameTime gameTime, InputState inputState)
        {
            if (IsAlive)
            {
                // do nothing if MovementVector is zero
                if (MovementVector.X.ApproximatelyEquals(0) && MovementVector.Y.ApproximatelyEquals(0))
                {
                    return;
                }

                AdjustRotation(gameTime);

                // calculate new sprite position
                float distance = gameTime.ElapsedGameTime.Milliseconds/2.0f;
                Vector2 newPosition = CenterPosition + (MovementVector*distance);

                BoundsCheck check = WithinScreenBounds(newPosition);
                if (check == BoundsCheck.InBounds)
                {
                    CenterPosition = newPosition;
                }
                else
                {
                    if (check == BoundsCheck.OutsideLeftOrRight)
                    {
                        MovementVector.X = -MovementVector.X;
                    }
                    else
                    {
                        MovementVector.Y = -MovementVector.Y;
                    }
                }
            }
        }
 public void Update(GameTime gameTime, InputState inputState)
 {
     foreach (KeyValuePair<string, IDrawableGameComponent> item in _gameComponents)
     {
         item.Value.Update(gameTime, inputState);
     }
 }
Esempio n. 5
0
 public void Update(GameTime gameTime, InputState inputState)
 {
     if (inputState.IsPause(PlayerIndex.One))
     {
         _gameStateManager.ChangeState("SpaceDefenderPlaying", _gameComponents);
     }
 }
Esempio n. 6
0
        public override void Update(GameTime gameTime, InputState inputState)
        {
            var direction = new Vector2(0.0f, 1.0f);
            var velocity = new Vector2(0.0f, 200.0f);

            CenterPosition += direction * velocity * (float)gameTime.ElapsedGameTime.TotalSeconds;

            float scaledSizeY = _textures[0].Height * _scale.Y;

            if (CenterPosition.Y > (scaledSizeY * (_textures.Count == 1 ? 1 : _textures.Count - 1)) + (scaledSizeY / 2.0f))
            {
                CenterPosition = new Vector2(GameRoot.ScreenSize.X / 2.0f, (GameRoot.ScreenSize.Y / 2.0f) - scaledSizeY);
            }
        }
Esempio n. 7
0
        public override void Update(GameTime gameTime, InputState inputState)
        {
            if (IsAlive)
            {
                _elapsed += (float)gameTime.ElapsedGameTime.TotalSeconds;
                if (_elapsed > UPDATE_INTERVAL)
                {
                    _elapsed = 0.0f;

                    float distance = gameTime.ElapsedGameTime.Milliseconds / 16.0f;
                    CenterPosition += (MovementVector * distance);

                    // If the bullet has moved off of the screen,
                    // set it to inactive
                    if ((BottomRightPosition.X > GameRoot.ScreenSize.X) || (TopLeftPosition.X < 0))
                    {
                        IsAlive = false;
                    }
                }
            }
        }
Esempio n. 8
0
        public override void Update(GameTime gameTime, InputState inputState)
        {
            MovementVector = Vector2.Zero;

            float distanceToMove = gameTime.ElapsedGameTime.Milliseconds / 10.0f;

            if (inputState.IsRight(PlayerIndex.One))
            {
                MovementVector.X += 3.0f;
            }
            if (inputState.IsLeft(PlayerIndex.One))
            {
                MovementVector.X -= 3.0f;
            }

            if (inputState.IsSpace(PlayerIndex.One))
            {
                Shoot(_projectiles);
            }

            CenterPosition += MovementVector * distanceToMove;
        }
Esempio n. 9
0
        public override void Update(GameTime gameTime, InputState inputState)
        {
            float x = MovementVector.X;
            float y = MovementVector.Y;

            x = AdjustX(x);
            var newPosition = CenterPosition * MovementVector;

            if (Random.Next(200) == 1)
            {
                RandomizeMovement();
            }

            if (newPosition.Y < PlayArea.Top)
            {
                newPosition.Y = PlayArea.Top;
                RandomizeMovement();
            }

            if (newPosition.Y > PlayArea.Bottom)
            {
                newPosition.Y = PlayArea.Bottom;
                RandomizeMovement();
            }

            CenterPosition = newPosition;
        }
Esempio n. 10
0
        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            //MakeFullScreen();
            SetResolution(1280, 720); // 800x600, 1024x768, 1280x720, 1600x900, 1680x1050, 1920x1080

            // Create a new SpriteBatch, which can be used to draw textures.
            _spriteBatch = new SpriteBatch(GraphicsDevice);
            Primitives2D.Initialize(GraphicsDevice);
            _inputState = new InputState();

            SetupGameStates(_gameStateManager);

            _updateFramesPerSecondCounter.Reset();
            _drawFramesPerSecondCounter.Reset();

            base.Initialize();
        }
Esempio n. 11
0
        public override void Update(GameTime gameTime, InputState inputState)
        {
            if (IsPlaying)
            {
                _frameTimer += (float) gameTime.ElapsedGameTime.TotalMilliseconds;

                if (_frameTimer > _frameLength)
                {
                    _frameTimer = 0.0f;
                    Sprite.TextureAtlas.Frame++;
                    if (Sprite.TextureAtlas.Frame > _endFrame)
                    {
                        Sprite.TextureAtlas.Frame = Row * Columns;
                        if (!IsLooping)
                        {
                            IsPlaying = false;
                            IsAlive = false;
                        }
                    }
                }
            }
        }
Esempio n. 12
0
 public override void Update(GameTime gameTime, InputState inputState)
 {
     _updateDelay += (float)gameTime.ElapsedGameTime.TotalSeconds;
     if (_updateDelay > PlayArea.UpdateInterval)
     {
         _updateDelay = 0.0f;
         BackgroundOffset += new Vector2(_playerShip.ScrollRate, 0.0f);
         _playerShip.WorldX = BackgroundOffset.X;
         ParallaxOffset += new Vector2(_playerShip.ScrollRate * 2, 0.0f);
     }
 }
Esempio n. 13
0
        public override void Update(GameTime gameTime, InputState inputState)
        {
            if (IsPlaying)
            {
                _frameTimer += (float)gameTime.ElapsedGameTime.TotalMilliseconds;

                if (_frameTimer > _frameLength)
                {
                    _frameTimer = 0.0f;
                    Sprite.TextureAtlas.Frame = _animationSequenceList[AnimationSequenceId].GetNextFrame();
                    if (Sprite.TextureAtlas.Frame == -1)
                    {
                        Sprite.TextureAtlas.Frame = _animationSequenceList[AnimationSequenceId].StartFrame;
                        if (!IsLooping)
                        {
                            IsPlaying = false;
                            IsAlive = false;
                        }
                    }
                }
            }
        }
        public void Update(GameTime gameTime, InputState inputState)
        {
            if (inputState.IsPause(PlayerIndex.One))
            {
                _gameStateManager.ChangeState("Paused", _gameComponents);

                return;
            }

            CheckForCollisions();

            foreach (KeyValuePair<string, IDrawableGameComponent> item in _gameComponents)
            {
                item.Value.Update(gameTime, inputState);
            }
        }
 public abstract void Update(GameTime gameTime, InputState inputState);
Esempio n. 16
0
 public void Update(GameTime gameTime, InputState inputState)
 {
 }
Esempio n. 17
0
        public void Update(GameTime gameTime, InputState inputState)
        {
            if (_currentState == null)
            {
                return;
            }

            _currentState.Update(gameTime, inputState);
        }