public void Update(GameTime gameTime) { //DELETE FROM LIST asteroid.Update(gameTime); asteroid.rotation += asteroid.rotationSpeed; }
private void Update() { if (_initialized) { _asteroid.Update(Time.deltaTime); } }
public void Update(GameTime game_time) { player.Update(game_time); blackhole.Update(game_time); next_spawn -= (float)game_time.ElapsedGameTime.TotalSeconds; if (next_spawn <= 0) { next_spawn += spawn_time / SCALE; Asteroid planet = new Asteroid(controller); float radius = 10; float mass = 100;// + (float)(random.NextDouble() * 200); int int_angle = random.Next(0, 360); if (planets[int_angle] == null) { float angle = (float)(int_angle * Math.PI / 180 - Math.PI); float distance; float abs_angle = Math.Abs(angle); if (abs_angle > threshhold && abs_angle < Math.PI - threshhold) { distance = Math.Abs(height / (float)(2 * Math.Sin(angle))); } else { distance = Math.Abs(width / (float)(2 * Math.Cos(angle))); } distance -= planet.Radius + blackhole.Radius; planet.Initialize(blackhole, SpriteFactory.GetSprite("Circle"), angle, distance, radius, 1.5f * mass * SCALE); planets[int_angle] = planet; } } if (player.Check(blackhole)) { Reset(); return; } for (int index = 0; index < 360; index++) { Asteroid planet = planets[index]; if (planet != null) { if (CircularObject.Collide(blackhole, planet)) { blackhole.Affect(planet); planets[index] = null; } else { planet.Update(game_time); if (player.Check(planet)) { Reset(); return; } } } } player.Test(game_time); }
public override void Update(GameTime gameTime, Game game) { base.Update(gameTime, game); //ici gamepad.1.connected passe à true chez moi getInput(); shipList.ElementAt(0).Update(gameTime); asteroid.Update(gameTime); //ship2.Update(gameTime); world.Step((float)gameTime.ElapsedGameTime.TotalSeconds); }
protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } rocket.Update(4); cosmonaut1.Update(0.01); cosmonaut2.Update(-0.005); cosmonaut3.Update(-0.003); asteroid.Update(3); asteroid2.Update(4); asteroid3.Update(5); asteroid4.Update(6); asteroid5.Update(5); asteroid6.Update(4); #region Столкновение ракеты с космонавтами List <Cosmonaut> cosmonauts = new List <Cosmonaut>(); cosmonauts.Add(cosmonaut1); cosmonauts.Add(cosmonaut2); cosmonauts.Add(cosmonaut3); foreach (Cosmonaut cosmonaut in cosmonauts) { if (collideRocketCosmonaut.CollideCosmonaut(rocket, cosmonaut)) { rocket._color = Color.Green; cosmonaut.RandomSpaceCosmonaut(); cosm++; } else { rocket._color = Color.White; } } #endregion #region Столкновение ракеты с астероидами List <Asteroid> asteroids = new List <Asteroid>(); asteroids.Add(asteroid); asteroids.Add(asteroid2); asteroids.Add(asteroid3); asteroids.Add(asteroid4); asteroids.Add(asteroid5); asteroids.Add(asteroid6); foreach (Asteroid asteroid in asteroids) { if (collideRocketAsteroid.CollideAsteroid(rocket, asteroid)) { rocket._color = Color.Red; asteroid.RandomSpaceAsteroid(); HP--; } else { rocket._color = Color.White; } } #endregion base.Update(gameTime); }
private void FixedUpdate() { someAsteroid.Update(); }