Update() public method

public Update ( ) : void
return void
コード例 #1
0
ファイル: Tutorial.cs プロジェクト: estrela530/VolonFF
 public void Update(GameTime gameTime)
 {
     if (blockManager.PlayerIsDead() == true)
     {
         isEndFlag = true;
     }
     if (Input.GetKeyTrigger(Keys.Space))
     {
         nextScene = SceneName.GamePlay;
         isEndFlag = true;
     }
     player.Update(gameTime);
     blockManager.Update(gameTime);
     #region チュートリアル
     interval++;
     if (NowCurrentScene.TutorialState == 0)
     {
         if (interval >= 50)
         {
             blockManager.Add(new NormalBlock(new Vector2(1280, 300), igameMediator));
             interval = 0;
         }
     }
     #endregion
     #region 背景
     back -= 1;
     if (back <= -1280)
     {
         back = 0;
     }
     back2 -= 3;
     if (back2 <= -1280)
     {
         back2 = 0;
     }
     back3 -= 2;
     if (back3 <= -1280)
     {
         back3 = 0;
     }
     back4 -= 1;
     if (back4 <= 0)
     {
         back4 = 1280;
     }
     back5 -= 3;
     if (back5 <= 0)
     {
         back5 = 1280;
     }
     back6 -= 2;
     if (back6 <= 0)
     {
         back6 = 1280;
     }
     #endregion
 }
コード例 #2
0
        public void Update(Game game, GameTime gameTime)
        {
            HandleInput(game);

            if (started == true)
            {
                blockManager.Update(gameTime);
                floor.Update(gameTime);

                if (blockManager.HasDied == true)
                {
                    Reset();
                }
            }
        }
コード例 #3
0
        public void Update(GameTime gameTime)
        {
            if (Input.GetKeyTrigger(Keys.Space) /* || blockManager.PlayerIsDead()==true*/)
            {
                isEndFlag = true;
            }
            player.Update(gameTime);
            if (StaticInt.PlayerPower < 0 && blockManager.PlayerPos() == 100)
            {
                score -= StaticInt.PlayerPower / 5;
                backY -= StaticInt.PlayerPower / 10;
                #region 背景ゴリラ
                //if (score > 1000 && score <= 4000)
                //{
                //    alpha -= 0.001f;
                //}
                //else if (score > 4000 && score <= 7000)
                //{
                //    alpha += 0.001f;
                //}
                #endregion

                #region 背景美しいScore
                //if (score >= 1000 && score <1200)
                //{
                //    currentScore = score;
                //    loop = true;
                //}

                //if (score - currentScore >= 2000)
                //{
                //    currentScore = score;
                //    if (loop == true)
                //    {
                //        loop = false;
                //    }
                //    else if (loop == false)
                //    {
                //        loop = true;
                //    }
                //}

                //if (loop == true)
                //{
                //    alpha -= 0.004f;
                //}
                //else if (loop == false)
                //{
                //    alpha += 0.004f;
                //}
                #endregion

                #region 背景美しいseconds
                seconds += 1;
                if (seconds == 300)
                {
                    currentSeconds = seconds;
                    loop           = true;
                }

                if (seconds - currentSeconds == 300)
                {
                    currentSeconds = seconds;
                    if (loop == true)
                    {
                        loop = false;
                    }
                    else if (loop == false)
                    {
                        loop = true;
                    }
                }

                if (loop == true)
                {
                    //alpha -= 0.004f;
                    alpha -= 0.01f;
                }
                else if (loop == false && seconds >= 300)
                {
                    //alpha += 0.004f;
                    alpha += 0.01f;
                }
                #endregion
            }
            //デバック用
            if (Input.GetKeyState(Keys.B))
            {
                score += 1;
            }
            Console.WriteLine("alpha = " + alpha);
            Console.WriteLine("loop = " + loop);
            blockManager.Update(gameTime);
            #region ランダム生成
            if (numbers.Count == 0)
            {
                for (int i = -5; i < 12; i++)
                {
                    numbers.Add(i);
                }
            }
            interval++;
            if (interval >= rnd.Next(50, 100) && num2 == 0 ||
                interval >= rnd.Next(50, 100) && num2 == 2)
            {
                num = numbers[rnd.Next(numbers.Count)];
                blockManager.Add(new ThornsBlock(new Vector2(1280, (num * 100)), igameMediator));
                if (score < 1000)
                {
                    blockManager.Add(new ThornsBlock(new Vector2(1100, 550 - rnd.Next(150)), igameMediator));
                }
                else
                {
                    blockManager.Add(new NormalBlock(new Vector2(1100, 550 - rnd.Next(150)), igameMediator));
                }
                numbers.RemoveAll(c => c.ToString().Contains(num.ToString()));
                interval = 0;
                num2    += rnd.Next(0, 2);
            }
            if (interval >= rnd.Next(50, 100) && num2 == 1)
            {
                num = numbers[rnd.Next(numbers.Count)];
                blockManager.Add(new NormalBlock(new Vector2(1280, (num * 100)), igameMediator));
                blockManager.Add(new ThornsBlock(new Vector2(1100, 550 - rnd.Next(150)), igameMediator));
                numbers.RemoveAll(c => c.ToString().Contains(num.ToString()));
                interval = 0;
                num2++;
            }
            if (interval >= rnd.Next(50, 100) && num2 == 3)
            {
                num = numbers[rnd.Next(numbers.Count)];
                blockManager.Add(new GravityBlock(new Vector2(1280, (num * 100)), igameMediator));
                numbers.RemoveAll(c => c.ToString().Contains(num.ToString()));
                interval = 0;
                num2++;
            }
            if (interval >= rnd.Next(20, 60) && num2 == 4)
            {
                num = numbers[rnd.Next(numbers.Count)];
                blockManager.Add(new SpecialBlock(new Vector2(1280, (num * 100)), igameMediator));
                blockManager.Add(new ThornsBlock(new Vector2(1100, 550 - rnd.Next(150)), igameMediator));
                numbers.RemoveAll(c => c.ToString().Contains(num.ToString()));
                num2 = 0;
            }

            #endregion
            #region 背景
            back -= 1;
            if (back <= -1280)
            {
                back = 0;
            }
            back2 -= 3;
            if (back2 <= -1280)
            {
                back2 = 0;
            }
            back3 -= 2;
            if (back3 <= -1280)
            {
                back3 = 0;
            }
            back4 -= 1;
            if (back4 <= 0)
            {
                back4 = 1280;
            }
            back5 -= 3;
            if (back5 <= 0)
            {
                back5 = 1280;
            }
            back6 -= 2;
            if (back6 <= 0)
            {
                back6 = 1280;
            }
            #endregion
        }
コード例 #4
0
        public void Update(GameTime gameTime)
        {
            if (Input.GetKeyTrigger(Keys.Space))
            {
                isEndFlag = true;
            }
            player.Update(gameTime);
            blockManager.Update(gameTime);
            #region ランダム生成
            if (numbers.Count == 0)
            {
                for (int i = 2; i < 6; i++)
                {
                    numbers.Add(i);
                }
            }
            interval++;
            if (interval >= rnd.Next(150, 250) && num2 == 0 ||
                interval >= rnd.Next(150, 250) && num2 == 2)
            {
                num = numbers[rnd.Next(numbers.Count)];
                blockManager.Add(new NormalBlock(new Vector2(1280, (num * 100)), igameMediator));
                numbers.RemoveAll(c => c.ToString().Contains(num.ToString()));
                interval = 0;
                num2    += rnd.Next(0, 2);
            }
            if (interval >= rnd.Next(150, 250) && num2 == 1)
            {
                num = numbers[rnd.Next(numbers.Count)];
                blockManager.Add(new ThornsBlock(new Vector2(1280, (num * 100)), igameMediator));
                numbers.RemoveAll(c => c.ToString().Contains(num.ToString()));
                interval = 0;
                num2++;
            }
            if (interval >= rnd.Next(150, 250) && num2 == 3)
            {
                num = numbers[rnd.Next(numbers.Count)];
                blockManager.Add(new GravityBlock(new Vector2(1280, (num * 100)), igameMediator));
                numbers.RemoveAll(c => c.ToString().Contains(num.ToString()));
                interval = 0;
                num2++;
            }
            if (num2 == 4)
            {
                num = numbers[rnd.Next(numbers.Count)];
                blockManager.Add(new SpecialBlock(new Vector2(1280, (num * 100)), igameMediator));
                numbers.RemoveAll(c => c.ToString().Contains(num.ToString()));
                num2 = 0;
            }

            #endregion
            #region 背景
            back -= 1;
            if (back <= -1280)
            {
                back = 0;
            }
            back2 -= 3;
            if (back2 <= -1280)
            {
                back2 = 0;
            }
            back3 -= 2;
            if (back3 <= -1280)
            {
                back3 = 0;
            }
            back4 -= 1;
            if (back4 <= 0)
            {
                back4 = 1280;
            }
            back5 -= 3;
            if (back5 <= 0)
            {
                back5 = 1280;
            }
            back6 -= 2;
            if (back6 <= 0)
            {
                back6 = 1280;
            }
            #endregion
        }
コード例 #5
0
ファイル: Tutorial.cs プロジェクト: estrela530/Bolon
 public void Update(GameTime gameTime)
 {
     if (flameTime == 1)
     {
         num = 0.4f;
         if (Input.GetKeyTrigger(Keys.D))
         {
             player.Update(gameTime);
             flameTime++;
             num = 0;
             return;
         }
         return;
     }
     if (flameTime == 100)
     {
         num = 0.4f;
         if (Input.GetKeyTrigger(Keys.D))
         {
             player.Update(gameTime);
             flameTime++;
             num = 0;
             return;
         }
         return;
     }
     player.Update(gameTime);
     blockManager.Update(gameTime);
     flameTime++;
     //if (Input.GetKeyTrigger(Keys.D))
     //{
     //    isEndFlag = true;
     //}
     if (Input.GetKeyState(Keys.Space))
     {
         interval++;
         if (interval >= 100)
         {
             isEndFlag = true;
         }
     }
     if (Input.GetKeyRelease(Keys.Space))
     {
         interval = 0;
     }
     #region 背景
     back -= 1;
     if (back <= -1280)
     {
         back = 0;
     }
     back2 -= 3;
     if (back2 <= -1280)
     {
         back2 = 0;
     }
     back3 -= 2;
     if (back3 <= -1280)
     {
         back3 = 0;
     }
     back4 -= 1;
     if (back4 <= 0)
     {
         back4 = 1280;
     }
     back5 -= 3;
     if (back5 <= 0)
     {
         back5 = 1280;
     }
     back6 -= 2;
     if (back6 <= 0)
     {
         back6 = 1280;
     }
     #endregion
 }
コード例 #6
0
ファイル: Level.cs プロジェクト: AustinJGreen/YatSprintMono
        public void Update(GameTime time)
        {
            if (!blockManager.Initialized)
            {
                int i = Rand.Next(0, terrains.Length);
                blockManager.SetTerrain(terrains[i]);
                blockManager.Initialize();
            }

            blockManager.Update(time);

            for (int i = 0; i < entities.Length; i++)
            {
                if (entities[i] == null && !Actions.Gameover)
                {
                    entities[i] = Egenerators[i].Generate();
                }
            }

            for (int j = 0; j < objects.Length; j++)
            {
                if (objects[j] == null && !Actions.Gameover)
                {
                    objects[j] = Ogenerators[j].Generate();
                }
            }

            bool spawnmobs = true;

            for (int i = 0; i < entities.Length; i++)
            {
                if (entities[i] != null)
                {
                    for (int j = 0; j < entities[i].Length; j++)
                    {
                        entities[i][j].Update(time);
                        entities[i][j].ShiftX(-moveSpeed * Settings.gameSpeed);
                        if (!entities[i][j].Dead())
                        {
                            spawnmobs = false;
                        }
                    }
                }
            }

            for (int j = 0; j < objects.Length; j++)
            {
                if (objects[j] != null)
                {
                    for (int k = 0; k < objects[j].Length; k++)
                    {
                        objects[j][k].Update(time);
                        objects[j][k].ShiftX(-moveSpeed * Settings.gameSpeed);
                        if (!objects[j][k].Dead())
                        {
                            spawnmobs = false;
                        }
                    }
                }
            }

            if (spawnmobs)
            {
                if (!Actions.Gameover)
                {
                    for (int i = 0; i < entities.Length; i++)
                    {
                        entities[i] = Egenerators[i].Generate();
                    }
                    for (int j = 0; j < objects.Length; j++)
                    {
                        objects[j] = Ogenerators[j].Generate();
                    }
                    waveNumber++;
                }
                else
                {
                    for (int i = 0; i < entities.Length; i++)
                    {
                        entities[i] = null;
                    }
                    for (int j = 0; j < objects.Length; j++)
                    {
                        objects[j] = null;
                    }
                }
            }

            if (blockManager.CurrentTerrain.Ending)
            {
                int i = Rand.Next(0, terrains.Length);
                blockManager.SetTerrain(terrains[i]);
            }
        }