Esempio n. 1
0
        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            p.Update();

            eL.Update();

            foreach (Bullet bullet in p.BList)
            {
                bullet.Update();

                foreach (EnemyClass enemy in eL.EList)
                {
                    if (bullet.Rectangle.Intersects(enemy.Rectangle))
                    {
                        enemy.Damage();
                        bullet.Remove();
                    }
                }
            }

            foreach (EnemyClass enemy in eL.EList)
            {
                enemy.Update();

                if (enemy.Rectangle.Intersects(p.Rectangle))
                {
                    points.WriteHighScore();
                    Exit();
                }

                if (enemy.Position.Y > 800)
                {
                    points.WriteHighScore();
                    Exit();
                }
            }

            // TODO: Add your update logic here

            base.Update(gameTime);
        }
Esempio n. 2
0
        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }
            p.Update();
            eL.Update();
            foreach (Bullet element in p.BList)
            {
                element.Update();
            }
            foreach (BaseClass element in eL.EList)
            {
                element.Update();
            }
            // TODO: Add your update logic here

            base.Update(gameTime);
        }