//public BackgroundSprite(Texture2D _texture, Vector2 _position, float _speed, float _speedConstant, float _screenWidth, float _screenHeight, Vector2 _direction) //{ // speed = _speed; // speedConstant = _speedConstant; // texture = _texture; // position = _position; // screenHeight = _screenHeight; // screenWidth = _screenWidth; // positionImage5 = position; //} /// <summary> /// Moves the bg in a positive horizontal position(left). /// </summary> /// <param name="_timeDelta">gameTime total elapsed seconds.</param> public void Update(GameTime gameTime, Controls cont, Vector2 _centerPosition) { float timeDelta = (float)gameTime.ElapsedGameTime.TotalSeconds; if (cont.moveRight()) { movingLeft = false; movingRight = true; venesPosition -= new Vector2(0.5f, 0); } else if (cont.moveLeft()) { movingLeft = true; movingRight = false; venesPosition += new Vector2(0.5f, 0); } else if (cont.moveUp()) { movingUp = true; movingDown = false; venesPosition += new Vector2(0, 0.5f); } else if (cont.moveDown()) { movingUp = false; movingDown = true; venesPosition -= new Vector2(0, 0.5f); } //else //{ // movingUp = false; // movingDown = false; //} /* if (movingUp) moveUp(timeDelta); if (movingDown) moveDown(timeDelta); if (movingLeft) moveLeft(timeDelta); if (movingRight) moveRight(timeDelta); */ #region BG Repeater Right Movement if (positionImage1.X < (-texture.Width / 2) + _centerPosition.X - (texture.Width)) { positionImage1.X = positionImage1.X + (texture.Width * 2); positionImage4.X = positionImage4.X + (texture.Width * 2); positionImage7.X = positionImage7.X + (texture.Width * 2); } if (positionImage2.X < (-texture.Width / 2) + _centerPosition.X - (texture.Width)) { positionImage2.X = positionImage2.X + (texture.Width * 2); positionImage5.X = positionImage5.X + (texture.Width * 2); positionImage8.X = positionImage8.X + (texture.Width * 2); } if (positionImage3.X < (-texture.Width / 2) + _centerPosition.X - (texture.Width)) { positionImage3.X = positionImage3.X - (texture.Width * 2); positionImage6.X = positionImage6.X - (texture.Width * 2); positionImage9.X = positionImage9.X - (texture.Width * 2); } #region w/o camera old code ///////////////////////////////////////////////////////// ////////////////////// second row ////////////////////// ///////////////////////////////////////////////////////// //if (positionImage4.X < -1 * (texture.Width)) //{ // positionImage4.X = positionImage4.X + (texture.Width * 2); //} //if (positionImage5.X < -1 * (texture.Width)) //{ // positionImage5.X = positionImage5.X + (texture.Width * 2); //} //if (positionImage6.X < -1 * (texture.Width)) //{ // positionImage6.X = positionImage6.X - (texture.Width * 2); //} ///////////////////////////////////////////////////////// ////////////////////// third row ////////////////////// ///////////////////////////////////////////////////////// //if (positionImage7.X < -1 * (texture.Width)) //{ // positionImage7.X = positionImage7.X + (texture.Width * 2); //} //if (positionImage8.X < -1 * (texture.Width)) //{ // positionImage8.X = positionImage8.X + (texture.Width * 2); //} //if (positionImage9.X < -1 * (texture.Width)) //{ // positionImage9.X = positionImage9.X - (texture.Width * 2); //} #endregion #endregion #region BG Repeater Left Movement if (positionImage1.X > _centerPosition.X - (texture.Width / 2) + (texture.Width)) { positionImage1.X = positionImage1.X - (texture.Width * 2); positionImage4.X = positionImage4.X - (texture.Width * 2); positionImage7.X = positionImage7.X - (texture.Width * 2); } if (positionImage2.X > _centerPosition.X - (texture.Width / 2) + (texture.Width)) { positionImage2.X = positionImage2.X - (texture.Width * 2); positionImage5.X = positionImage5.X - (texture.Width * 2); positionImage8.X = positionImage8.X - (texture.Width * 2); } if (positionImage3.X > _centerPosition.X - (texture.Width / 2) + (texture.Width)) { positionImage3.X = positionImage3.X - (texture.Width * 2); positionImage6.X = positionImage6.X - (texture.Width * 2); positionImage9.X = positionImage9.X - (texture.Width * 2); } #region w/o camera old code ///////////////////////////////////////////////////////// ////////////////////// second row ////////////////////// ///////////////////////////////////////////////////////// //if (positionImage4.X > (texture.Width)) //{ // positionImage4.X = positionImage4.X - (texture.Width * 2); //} //if (positionImage5.X > (texture.Width)) //{ // positionImage5.X = positionImage5.X - (texture.Width * 2); //} //if (positionImage6.X > (texture.Width)) //{ // positionImage6.X = positionImage6.X - (texture.Width * 2); //} ///////////////////////////////////////////////////////// ////////////////////// third row ////////////////////// ///////////////////////////////////////////////////////// //if (positionImage7.X > (texture.Width)) //{ // positionImage7.X = positionImage7.X - (texture.Width * 2); //} //if (positionImage8.X > (texture.Width)) //{ // positionImage8.X = positionImage8.X - (texture.Width * 2); //} //if (positionImage9.X > (texture.Width)) //{ // positionImage9.X = positionImage9.X - (texture.Width * 2); //} #endregion #endregion #region BG Repeater Up Movement if (positionImage1.Y < (_centerPosition.Y - (texture.Width / 2)) - (texture.Height)) { positionImage1.Y = positionImage1.Y + (texture.Height * 2); positionImage2.Y = positionImage2.Y + (texture.Height * 2); positionImage3.Y = positionImage3.Y + (texture.Height * 2); } if (positionImage4.Y < (_centerPosition.Y - (texture.Width / 2)) - (texture.Height)) { positionImage4.Y = positionImage4.Y + (texture.Height * 2); positionImage5.Y = positionImage5.Y + (texture.Height * 2); positionImage6.Y = positionImage6.Y + (texture.Height * 2); } if (positionImage7.Y < (_centerPosition.Y - (texture.Width / 2)) - (texture.Height * 2)) { positionImage7.Y = positionImage7.Y + (texture.Height * 2); positionImage8.Y = positionImage8.Y + (texture.Height * 2); positionImage9.Y = positionImage9.Y + (texture.Height * 2); } #region old code w/o camera ///////////////////////////////////////////////////////// ////////////////////// second row ////////////////////// ///////////////////////////////////////////////////////// //if (positionImage4.Y < -1 * (texture.Height)) //{ // positionImage4.Y = positionImage4.Y + (texture.Height * 2); //} //if (positionImage5.Y < -1 * (texture.Height)) //{ // positionImage5.Y = positionImage5.Y + (texture.Height * 2); //} //if (positionImage6.Y < -1 * (texture.Height)) //{ // positionImage6.Y = positionImage6.Y - (texture.Height * 2); //} ///////////////////////////////////////////////////////// ////////////////////// third row ////////////////////// ///////////////////////////////////////////////////////// //if (positionImage7.Y < -1 * (texture.Height)) //{ // positionImage7.Y = positionImage7.Y + (texture.Height * 2); //} //if (positionImage8.Y < -1 * (texture.Height)) //{ // positionImage8.Y = positionImage8.Y + (texture.Height * 2); //} //if (positionImage9.Y < -1 * (texture.Height)) //{ // positionImage9.Y = positionImage9.Y - (texture.Height * 2); //} #endregion #endregion #region BG Repeater Down Movement if (positionImage1.Y > (_centerPosition.Y - (texture.Width / 2)) + (texture.Height)) { positionImage1.Y = positionImage1.Y - (texture.Height * 2); positionImage2.Y = positionImage2.Y - (texture.Height * 2); positionImage3.Y = positionImage3.Y - (texture.Height * 2); } if (positionImage4.Y > (_centerPosition.Y - (texture.Width / 2)) + (texture.Height)) { positionImage4.Y = positionImage4.Y - (texture.Height * 2); positionImage5.Y = positionImage5.Y - (texture.Height * 2); positionImage6.Y = positionImage6.Y - (texture.Height * 2); } if (positionImage7.Y > (_centerPosition.Y - (texture.Width / 2)) + (texture.Height * 2)) { positionImage7.Y = positionImage7.Y - (texture.Height * 2); positionImage8.Y = positionImage8.Y - (texture.Height * 2); positionImage9.Y = positionImage9.Y - (texture.Height * 2); } #region old code w/o camera ///////////////////////////////////////////////////////// ////////////////////// second row ////////////////////// ///////////////////////////////////////////////////////// //if (positionImage4.Y > texture.Height) //{ // positionImage4.Y = positionImage4.Y - (texture.Height * 2); //} //if (positionImage5.Y > texture.Height) //{ // positionImage5.Y = positionImage5.Y - (texture.Height * 2); //} //if (positionImage6.Y > texture.Height) //{ // positionImage6.Y = positionImage6.Y + (texture.Height * 2); //} ///////////////////////////////////////////////////////// ////////////////////// third row ////////////////////// ///////////////////////////////////////////////////////// //if (positionImage7.Y > texture.Height) //{ // positionImage7.Y = positionImage7.Y - (texture.Height * 2); //} //if (positionImage8.Y > texture.Height) //{ // positionImage8.Y = positionImage8.Y - (texture.Height * 2); //} //if (positionImage9.Y > texture.Height) //{ // positionImage9.Y = positionImage9.Y + (texture.Height * 2); //} #endregion #endregion }
public void Update(Controls key) { if(!dataLoaded) LoadFromDevice(); level0Percent = Convert.ToInt32(loadData.saveLevel0); level1Percent = Convert.ToInt32(loadData.saveLevel1); level2Percent = Convert.ToInt32(loadData.saveLevel2); level3Percent = Convert.ToInt32(loadData.saveLevel3); level4Percent = Convert.ToInt32(loadData.saveLevel4); level5Percent = Convert.ToInt32(loadData.saveLevel5); level6Percent = Convert.ToInt32(loadData.saveLevel6); level7Percent = Convert.ToInt32(loadData.saveLevel7); playedLevel0 = Convert.ToInt32(loadData.level0Played); averageLevel0 = Convert.ToUInt32(loadData.level0Average); playedLevel1 = Convert.ToInt32(loadData.level1Played); averageLevel1 = Convert.ToUInt32(loadData.level1Average); playedLevel2 = Convert.ToInt32(loadData.level2Played); averageLevel2 = Convert.ToUInt32(loadData.level2Average); playedLevel3 = Convert.ToInt32(loadData.level3Played); averageLevel3 = Convert.ToUInt32(loadData.level3Average); playedLevel4 = Convert.ToInt32(loadData.level4Played); averageLevel4 = Convert.ToUInt32(loadData.level4Average); playedLevel5 = Convert.ToInt32(loadData.level5Played); averageLevel5 = Convert.ToUInt32(loadData.level5Average); playedLevel6 = Convert.ToInt32(loadData.level6Played); averageLevel6 = Convert.ToUInt32(loadData.level6Average); playedLevel7 = Convert.ToInt32(loadData.level7Played); averageLevel7 = Convert.ToUInt32(loadData.level7Average); level0Fastest = Convert.ToInt32(loadData.level0Fastest); level1Fastest = Convert.ToInt32(loadData.level1Fastest); level2Fastest = Convert.ToInt32(loadData.level2Fastest); level3Fastest = Convert.ToInt32(loadData.level3Fastest); level4Fastest = Convert.ToInt32(loadData.level4Fastest); level5Fastest = Convert.ToInt32(loadData.level5Fastest); level6Fastest = Convert.ToInt32(loadData.level6Fastest); level7Fastest = Convert.ToInt32(loadData.level7Fastest); if (key.moveLeft() && timer == 0) { if (selected > 0) selected--; timer = 30; } if (key.moveRight() && timer == 0) { if (selected < 7) selected++; timer = 30; } level0Size = minScale; level1Size = minScale; level2Size = minScale; level3Size = minScale; level4Size = minScale; level5Size = minScale; level6Size = minScale; level7Size = minScale; level0Pos = new Vector2(2000, 0); level1Pos = new Vector2(2000, 0); level2Pos = new Vector2(2000, 0); level3Pos = new Vector2(2000, 0); level4Pos = new Vector2(2000, 0); level5Pos = new Vector2(2000, 0); level6Pos = new Vector2(2000, 0); level7Pos = new Vector2(2000, 0); switch (selected) { case 0: { level0Size = maxScale; level0Pos = new Vector2(0, 0); level1Pos = new Vector2(410, 76); } break; case 1: { level1Size = maxScale; level0Pos = new Vector2(-210, 76); level1Pos = new Vector2(0, 0); level2Pos = new Vector2(410, 76); } break; case 2: { level2Size = maxScale; level1Pos = new Vector2(-210, 76); level2Pos = new Vector2(0, 0); level3Pos = new Vector2(410, 76); } break; case 3: { level3Size = maxScale; level2Pos = new Vector2(-210, 76); level3Pos = new Vector2(0, 0); level4Pos = new Vector2(410, 76); } break; case 4: { level4Size = maxScale; level3Pos = new Vector2(-210, 76); level4Pos = new Vector2(0, 0); level5Pos = new Vector2(410, 76); } break; case 5: { level5Size = maxScale; level4Pos = new Vector2(-210, 76); level5Pos = new Vector2(0, 0); level6Pos = new Vector2(410, 76); } break; case 6: { level6Size = maxScale; level5Pos = new Vector2(-210, 76); level6Pos = new Vector2(0, 0); level7Pos = new Vector2(410, 76); } break; case 7: { level7Size = maxScale; level6Pos = new Vector2(-210, 76); level7Pos = new Vector2(0, 0); } break; default: break; } if (key.accept() && timer == 0) { if (selected == 0) menuChoosen = true; if (selected == 1 && level0Percent > 0) menuChoosen = true; if (selected == 2 && level1Percent > 0) menuChoosen = true; if (selected == 3 && level2Percent > 0) menuChoosen = true; if (selected == 4 && level3Percent > 0) menuChoosen = true; if (selected == 5 && level4Percent > 0) menuChoosen = true; if (selected == 6 && level5Percent > 0) menuChoosen = true; if (selected == 7 && level6Percent > 0) menuChoosen = true; timer = 30; } if (timer > 0) timer--; }