protected override void Update(GameTime gameTime)
        {
            if (Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                this.Exit();
            }

            previousKB = currentKB;
            currentKB  = Keyboard.GetState();
            if (currentKB.IsKeyUp(Keys.P) && previousKB.IsKeyDown(Keys.P))
            {
                gamePaused = !gamePaused;
            }
            if (gamePaused)
            {
                return;
            }

            if (game_over)
            {
                return;
            }


            if (Keyboard.GetState().IsKeyDown(Keys.Up))
            {
                player.Mover(Player.Direcoes.Cima);
            }
            else if (Keyboard.GetState().IsKeyDown(Keys.Down))
            {
                player.Mover(Player.Direcoes.Baixo);
            }
            else if (Keyboard.GetState().IsKeyDown(Keys.Left))
            {
                player.Mover(Player.Direcoes.Esquerda);
            }
            else if (Keyboard.GetState().IsKeyDown(Keys.Right))
            {
                player.Mover(Player.Direcoes.Direita);
            }

            if (Keyboard.GetState().IsKeyDown(Keys.Space))
            {
                Vector2 v           = player.GetPosicao();
                int     size_x      = Constantes.PLAYER_WIDTH;
                int     shot_size_x = Constantes.PLAYER_SHOT_WIDTH;
                v.X            = v.X + (size_x - shot_size_x) / 2;
                player_laser_x = (int)v.X;
                player_laser_y = (int)v.Y;
                playerLaser.SetPosicao(v);
                //player.ShotSound();
            }

            enemy_ship_y += 3;
            if (enemy_ship_y > Constantes.SCREEN_HEIGHT)
            {
                SetEnemyShipPosition();
            }

            if (enemy_increment)
            {
                enemy_ship_x += 6;
            }
            else
            {
                enemy_ship_x -= 6;
            }

            if (enemy_ship_x >= (Constantes.SCREEN_WIDTH - Constantes.ENEMY_WIDTH))
            {
                enemy_increment = false;
                enemy_ship_x   -= 6;
            }

            if (enemy_ship_x <= 0)
            {
                enemy_increment = true;
                enemy_ship_x   += 6;
            }


            meteor_big_y += 3;
            if (meteor_big_y > Constantes.SCREEN_HEIGHT)
            {
                SetMeteorBigPosition();
            }

            meteor_small_y += 3;
            if (meteor_small_y > Constantes.SCREEN_HEIGHT)
            {
                SetMeteorSmallPosition();
            }

            meteorBig.SetPosicao(new Vector2(meteor_big_x, meteor_big_y));
            meteorSmall.SetPosicao(new Vector2(meteor_small_x, meteor_small_y));
            enemyShip.SetPosicao(new Vector2(enemy_ship_x, enemy_ship_y));



            player.Update(gameTime);
            playerLaser.Update(gameTime);

            meteorBig.Update(gameTime);
            meteorSmall.Update(gameTime);

            enemyShip.Update(gameTime);

            if (show_enemy_ufo)
            {
                enemy_ufo_x += 10;
                if (enemy_ufo_x > Constantes.SCREEN_WIDTH)
                {
                    SetEnemyUfoPosition();
                    show_enemy_ufo = false;
                }
                enemyUfo.SetPosicao(new Vector2(enemy_ufo_x, enemy_ufo_y));
                enemyUfo.Update(gameTime);
            }

            // Verifica se os meteoros não estão sobrepostos
            if (meteorBig.boundingBox.Intersects(meteorSmall.boundingBox))
            {
                SetMeteorBigPosition();
            }

            // Testa colisão do laser com o meteoro grande
            if (playerLaser.boundingBox.Intersects(meteorBig.boundingBox))
            {
                SetMeteorBigPosition();
                player_laser_x = -50;
                player_laser_y = -50;

                player.Pontuar(5);
            }

            // Testa colisão do player com o meteoro grande
            if (player.boundingBox.Intersects(meteorBig.boundingBox))
            {
                SetMeteorBigPosition();
                game_over = true;
                HidePlayer();
            }

            // Testa colisão do laser com o meteoro pequeno
            if (playerLaser.boundingBox.Intersects(meteorSmall.boundingBox))
            {
                SetMeteorSmallPosition();
                player_laser_x = -50;
                player_laser_y = -50;

                player.Pontuar(10);
            }

            // Testa colisão do player com o meteoro pequeno
            if (player.boundingBox.Intersects(meteorSmall.boundingBox))
            {
                SetMeteorSmallPosition();

                game_over = true;
                HidePlayer();
            }

            // Testa colisão do laser com o meteoro pequeno
            if (playerLaser.boundingBox.Intersects(enemyUfo.boundingBox))
            {
                SetEnemyUfoPosition();
                player_laser_x = -50;
                player_laser_y = -50;
                show_enemy_ufo = false;

                player.Pontuar(50);
            }

            // Testa colisão do player com o meteoro pequeno
            if (player.boundingBox.Intersects(enemyUfo.boundingBox))
            {
                SetEnemyUfoPosition();
                show_enemy_ufo = false;

                game_over = true;
                HidePlayer();
            }


            // Testa colisão do laser com a nave inimiga
            if (playerLaser.boundingBox.Intersects(enemyShip.boundingBox))
            {
                SetEnemyShipPosition();
                player_laser_x = -50;
                player_laser_y = -50;

                player.Pontuar(25);
            }

            // Testa colisão do player com a nave inimiga
            if (player.boundingBox.Intersects(enemyShip.boundingBox))
            {
                SetEnemyShipPosition();
                game_over = true;
                HidePlayer();
            }

            base.Update(gameTime);
        }
Esempio n. 2
0
        protected override void Update(GameTime gameTime)
        {
            if (Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                this.Exit();
            }

            previousKB = currentKB;
            currentKB  = Keyboard.GetState();
            if (currentKB.IsKeyUp(Keys.P) && previousKB.IsKeyDown(Keys.P))
            {
                gamePaused = !gamePaused;
            }
            if (gamePaused)
            {
                return;
            }

            if (!game_over)
            {
                if (Keyboard.GetState().IsKeyDown(Keys.Up))
                {
                    player.Mover(Player.Direcoes.Cima);
                }
                else if (Keyboard.GetState().IsKeyDown(Keys.Down))
                {
                    player.Mover(Player.Direcoes.Baixo);
                }
                else if (Keyboard.GetState().IsKeyDown(Keys.Left))
                {
                    player.Mover(Player.Direcoes.Esquerda);
                }
                else if (Keyboard.GetState().IsKeyDown(Keys.Right))
                {
                    player.Mover(Player.Direcoes.Direita);
                }

                if (Keyboard.GetState().IsKeyDown(Keys.Space))
                {
                    Vector2 v           = player.GetPosicao();
                    int     size_x      = Constantes.PLAYER_WIDTH;
                    int     shot_size_x = Constantes.PLAYER_SHOT_WIDTH;
                    v.X = v.X + (size_x - shot_size_x) / 2;

                    for (int i = 0; i < Constantes.SHOT_COUNT; i++)
                    {
                        if (Constantes.DEFAULT_POSITION == player_laser_y[i])
                        {
                            // posiciona o laser junto a nave
                            player_laser_x[i] = (int)v.X;
                            player_laser_y[i] = (int)v.Y;
                            shots[i].SetPosicao(v);

                            break;
                        }
                    }

                    player.ShotSound();
                }

                enemy_ship_y += 2;
                if (enemy_ship_y > Constantes.SCREEN_HEIGHT)
                {
                    SetEnemyShipPosition();
                }

                if (enemy_increment)
                {
                    enemy_ship_x += 4;
                }
                else
                {
                    enemy_ship_x -= 4;
                }

                if (enemy_ship_x >= (Constantes.SCREEN_WIDTH - Constantes.ENEMY_WIDTH))
                {
                    enemy_increment = false;
                    enemy_ship_x   -= 4;
                }

                if (enemy_ship_x <= 4)
                {
                    enemy_increment = true;
                    enemy_ship_x   += 4;
                }

                meteor_big_y += 3;
                if (meteor_big_y > Constantes.SCREEN_HEIGHT)
                {
                    SetMeteorBigPosition();
                }

                meteor_small_y += 3;
                if (meteor_small_y > Constantes.SCREEN_HEIGHT)
                {
                    SetMeteorSmallPosition();
                }

                meteorBig.SetPosicao(new Vector2(meteor_big_x, meteor_big_y));
                meteorSmall.SetPosicao(new Vector2(meteor_small_x, meteor_small_y));
                enemyShip.SetPosicao(new Vector2(enemy_ship_x, enemy_ship_y));


                // Laser do inimigo
                if (enemy_laser_x != Constantes.DEFAULT_POSITION)
                {
                    if (enemy_laser_y > Constantes.ENEMY_HEIGHT && enemy_laser_y < Constantes.SCREEN_HEIGHT)
                    {
                        enemy_laser_y += 5;
                    }
                    else
                    {
                        enemy_laser_x = Constantes.DEFAULT_POSITION;
                        enemy_laser_y = Constantes.DEFAULT_POSITION;
                    }
                }
                else
                {
                    Vector2 v           = enemyShip.GetPosicao();
                    int     size_x      = Constantes.ENEMY_WIDTH;
                    int     shot_size_x = Constantes.ENEMY_SHOT_WIDTH;
                    v.X           = v.X + (size_x - shot_size_x) / 2;
                    v.Y          += Constantes.ENEMY_HEIGHT;
                    enemy_laser_x = (int)v.X;
                    enemy_laser_y = (int)v.Y;
                }

                player.Update(gameTime);

                for (int i = 0; i < Constantes.SHOT_COUNT; i++)
                {
                    shots[i].Update(gameTime);
                }

                meteorBig.Update(gameTime);
                meteorSmall.Update(gameTime);

                enemyShip.Update(gameTime);
                enemyLaser.Update(gameTime);

                if (show_enemy_ufo)
                {
                    enemy_ufo_x += 10;
                    if (enemy_ufo_x > Constantes.SCREEN_WIDTH)
                    {
                        SetEnemyUfoPosition();
                        show_enemy_ufo = false;
                    }
                    enemyUfo.SetPosicao(new Vector2(enemy_ufo_x, enemy_ufo_y));
                    enemyUfo.Update(gameTime);
                }

                // Verifica se os meteoros não estão sobrepostos
                if (meteorBig.boundingBox.Intersects(meteorSmall.boundingBox))
                {
                    SetMeteorBigPosition();
                }

                // Testa colisão do laser com o meteoro grande
                for (int i = 0; i < Constantes.SHOT_COUNT; i++)
                {
                    if (shots[i].boundingBox.Intersects(meteorBig.boundingBox))
                    {
                        SetMeteorBigPosition();
                        player_laser_x[i] = Constantes.DEFAULT_POSITION;
                        player_laser_y[i] = Constantes.DEFAULT_POSITION;

                        player.Pontuar(5);

                        break;
                    }
                }

                // Testa colisão do player com o meteoro grande
                if (player.boundingBox.Intersects(meteorBig.boundingBox))
                {
                    SetMeteorBigPosition();
                    game_over = true;
                    HidePlayer();
                }

                // Testa colisão do laser com o meteoro pequeno
                for (int i = 0; i < Constantes.SHOT_COUNT; i++)
                {
                    if (shots[i].boundingBox.Intersects(meteorSmall.boundingBox))
                    {
                        SetMeteorSmallPosition();
                        player_laser_x[i] = Constantes.DEFAULT_POSITION;
                        player_laser_y[i] = Constantes.DEFAULT_POSITION;

                        player.Pontuar(10);

                        break;
                    }
                }

                // Testa colisão do player com o meteoro pequeno
                if (player.boundingBox.Intersects(meteorSmall.boundingBox))
                {
                    SetMeteorSmallPosition();

                    game_over = true;
                    HidePlayer();
                }

                // Testa colisão do laser com o meteoro pequeno
                for (int i = 0; i < Constantes.SHOT_COUNT; i++)
                {
                    if (shots[i].boundingBox.Intersects(enemyUfo.boundingBox))
                    {
                        SetEnemyUfoPosition();
                        player_laser_x[i] = Constantes.DEFAULT_POSITION;
                        player_laser_y[i] = Constantes.DEFAULT_POSITION;
                        show_enemy_ufo    = false;

                        player.Pontuar(50);

                        break;
                    }
                }

                // Testa colisão do player com o meteoro pequeno
                if (player.boundingBox.Intersects(enemyUfo.boundingBox))
                {
                    SetEnemyUfoPosition();
                    show_enemy_ufo = false;

                    game_over = true;
                    HidePlayer();
                }

                // Testa colisão do laser com a nave inimiga
                for (int i = 0; i < Constantes.SHOT_COUNT; i++)
                {
                    if (shots[i].boundingBox.Intersects(enemyShip.boundingBox))
                    {
                        SetEnemyShipPosition();
                        player_laser_x[i] = Constantes.DEFAULT_POSITION;
                        player_laser_y[i] = Constantes.DEFAULT_POSITION;

                        player.Pontuar(25);

                        break;
                    }
                }

                // Testa colisão do player com a nave inimiga
                if (player.boundingBox.Intersects(enemyShip.boundingBox))
                {
                    SetEnemyShipPosition();
                    game_over = true;
                    HidePlayer();
                }

                // O tiro do inimigo acertou a nave do jogador
                if (player.boundingBox.Intersects(enemyLaser.boundingBox))
                {
                    SetEnemyShipPosition();
                    game_over = true;
                    HidePlayer();
                }

                enemyLaser.SetPosicao(new Vector2(enemy_laser_x, enemy_laser_y));
                for (int i = 0; i < Constantes.SHOT_COUNT; i++)
                {
                    shots[i].SetPosicao(new Vector2(player_laser_x[i], player_laser_y[i]));
                }
            }
            else
            {
                gameOver.Update(gameTime);
            }

            base.Update(gameTime);
        }