public void Update(float delta) { if (MinigamesUI.Timer.Duration == MinigamesUI.Timer.Elapsed) { MinigamesUI.Timer.Pause(); game.OnTimesUp(); } //game.gameTime.Update(delta); anturaTimer.Update(delta); //game.timerText.text = ((int)game.gameTime.Time).ToString(); if (game.currentLetter.dragging) { anturaTimer.Reset(); anturaTimer.Start(); } //check if we placed the CurrentLetter: if (!game.currentLetter.dragging && game.currentLetter.collidedTubes.Count > 0) { game.SetCurrentState(game.ResetState); } }
private void Update() { // Check if the timer is done _countdownTimer.Update(); if (_countdownTimer.IsDone()) { // Level failed (Game Over is automatically triggered by the player when lives == 0) _player.Die(); // Reset timer ResetTimer(); } else { // Update timer text if (_timerText != null) { _timerText.text = _countdownTimer.Seconds.ToString("00"); } } // Check if all 5 lilypads have been occupied if (LilypadsOccupied == 5) { NextLevel(); } }
void Update() { time += Time.deltaTime * m_CameraVelocity; float t = cameraAnimationCurve.Evaluate(time); vignetting.fadeOut = Mathf.Pow((1 - t), 2); for (int i = 0; i < autoMoveObjects.Length; ++i) { autoMoveObjects[i].SetTime(t); } if (m_Start) { m_Start = false; Debug.Log("Start Introduction"); foreach (var mazeCharacter in m_MazeCharacters) { mazeCharacter.SetDestination(); } StartCoroutine(DoIntroduction()); } else { if (m_End) { countDown.Update(Time.deltaTime); } } Camera.main.transform.position = Vector3.Lerp(m_CameraStartPosition, m_CameraEndPosition, t); }
public void Update(float delta) { anturaTimer -= delta; if (anturaTimer <= 0.0f) { if (isAnturaRunning) { StopAntura(); } else { StartAntura(); } } gameTime.Update(delta); game.Context.GetOverlayWidget().SetClockTime(gameTime.Time); if (!hurryUpSfx) { if (gameTime.Time < 4f) { hurryUpSfx = true; timesUpAudioSource = game.Context.GetAudioManager().PlaySound(Sfx.DangerClockLong); } } }
/// <summary> /// This is where it all happens. Grabs a scene that has already been rendered, /// and uses postprocess magic to add a glowing bloom effect over the top of it. /// </summary> /// <param name="gameTime"></param> public void Draw(GameTime gameTime) { if (Enabled) { frameTimer.Update(gameTime); //Grab a frame if the timer has expired if (!frameTimer.Paused && !frameTimer.HasTimeRemaining) { CurrentImageList.AddFrame(sceneRenderTarget, (int)(FrameDelay * 1000)); frameTimer.Start(FrameDelay); } //Draw the entire rendered frame to the screen. GraphicsDevice.SetRenderTargets(prevRenderTargets); int width = GraphicsDevice.PresentationParameters.BackBufferWidth; int height = GraphicsDevice.PresentationParameters.BackBufferHeight; SpriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Opaque, null, null, null, null); SpriteBatch.Draw(sceneRenderTarget, new Rectangle(0, 0, width, height), Color.White); SpriteBatch.End(); } }
public void Update(GameTime gameTime) { _endGameTimer.Update(gameTime); if (_endGame) { return; } foreach (var bullet in _bullets) { bullet.Update(gameTime); } foreach (var laser in _lasers) { laser.Update(gameTime); } MoverManager.Update(); CollisionWorld.Update(gameTime); ParticleManager.Update(gameTime); _bullets.RemoveAll(b => !b.Used); }
public void Update(float delta) { if (game.CurrentScoreRecord >= ToboganGame.MAX_ANSWERS_RECORD) { // Maximum tower height reached game.SetCurrentState(game.ResultState); return; } game.Context.GetOverlayWidget().SetClockTime(gameTime.Time); if (!hurryUpSfx) { if (gameTime.Time < 4f) { hurryUpSfx = true; timesUpAudioSource = game.Context.GetAudioManager().PlaySound(Sfx.DangerClockLong); } } gameTime.Update(delta); if (requestNextQueston) { nextQuestionTimer -= delta; if (nextQuestionTimer <= 0f) { game.questionsManager.StartNewQuestion(); requestNextQueston = false; } } }
public override void Update(GameTime gameTime) { base.Update(gameTime); _shootBulletTimer.Update(gameTime); if (_newPositionTime.TotalMilliseconds > 0) { if (!Boss.TargetingPosition) { _newPositionTime -= gameTime.ElapsedGameTime; } } else { _newPositionTime = TimeSpan.FromSeconds(0); var newPosition = new Vector2( Boss.Game.GameManager.Random.Next((int)(Boss.Width() / 2f), GameConfig.VirtualResolution.X - (int)(Boss.Width() / 2f)), Boss.Game.GameManager.Random.Next((int)(Boss.Height() / 2f) + 42, 288 - (int)(Boss.Height() / 2f)) ); Boss.MoveTo(newPosition, 1.5f); } }
/// <summary> /// Updates this instance. /// </summary> private void Update() { // Check gamestate if (_game.GameState == GameState.Paused) { return; } // Check for keyboard input if (Input.GetKeyDown(KeyCode.Escape)) { // Disable destroy action if (DestroyMode) { ToggleDestroyMode(); } } // Spawn traffic if (_timer != null) { if (_timer.IsDone()) { SpawnTraffic(); // Reset timer _timer.ResetClock(); _timer.Begin(); } else { _timer.Update(); } } }
public void Update(float delta) { game.questionsManager.Update(delta); if (game.CurrentScoreRecord >= ToboganGame.MAX_ANSWERS_RECORD) { // Maximum tower height reached game.SetCurrentState(game.ResultState); return; } game.Context.GetOverlayWidget().SetClockTime(gameTime.Time); gameTime.Update(delta); if (requestNextQueston) { nextQuestionTimer -= delta; if (nextQuestionTimer <= 0f) { game.questionsManager.StartNewQuestion(); requestNextQueston = false; } } }
/// <summary> /// Finds a path between two roads. /// </summary> /// <param name="start">The starting point.</param> /// <param name="goal">The destination.</param> public void FindPath(Node start, Node goal) { // Check if the map needs updating Node[] nodes = NodeGroup.GetComponentsInChildren <Node>(); int childCount = nodes.Length; if (childCount != noOfTiles) { UpdateMap(); noOfTiles = childCount; } // Clear previous colour path if (ShowPath) { foreach (Node node in nodes) { SpriteRenderer sp = node.gameObject.GetComponent <SpriteRenderer>(); sp.color = Color.white; } } _grid = gameObject.GetComponent <Grid>(); _grid.Layout = _map; _pathfinder = new Pathfinder(_grid); _pathfinder.Start(start, goal); // Prevent infinite loop CountdownTimer timeoutTimer = new CountdownTimer { Seconds = 1f }; timeoutTimer.Begin(); while (!_pathfinder.PathFound) { _pathfinder.Step(); if (timeoutTimer.IsDone()) { return; } timeoutTimer.Update(); } // Debug.Log("Search done, path length: " + _pathfinder.Path.Count + ", iterations: " + _pathfinder.Iterations); // Show path if (ShowPath) { foreach (Node node in _pathfinder.Path) { SpriteRenderer sp = GetTile(node.Label).gameObject.GetComponent <SpriteRenderer>(); sp.color = Color.red; } } }
public override void OnUpdate() { timer.Update(); if (timer.HasElapsed()) { Finish(); } }
public override void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) { base.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen); time.Update(gameTime); lifeBar.Update(gameTime); superBar.Update(gameTime); manaBar.Update(gameTime); timer.Update(time); }
public override void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) { base.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen); timer.Update(gameTime); if (!timer.HasTimeRemaining && IsActive) { ScreenManager.ClearScreens(); LoadingScreen.Load(ScreenManager, new MainMenuScreen()); } }
/// <summary> /// Updates this instance. /// </summary> private void Update() { // Load scene after splash timer has ended if (_timer.IsDone()) { SceneManager.LoadScene(NextScene); } else { _timer.Update(); } }
public override void Update(GameTime gameTime, bool otherWindowHasFocus, bool covered) { base.Update(gameTime, otherWindowHasFocus, covered); timer.Update(gameTime); //just ask for a rating and exit the screen if (!timer.HasTimeRemaining && !IsExiting) { Task.Run(() => AskForRating()); ExitScreen(); } }
public void Update(GameTime gameTime) { if (!EndGame() || (GameIsFinished() || TransitioningToEndGame())) { MoverManager.Update(); } if (!_ready) { return; } _cameraZoomTimer.Update(gameTime); _explosionTimer.Update(gameTime); if (_boss != null && (!EndGame() || (GameIsFinished() || TransitioningToEndGame()))) { _boss.Update(gameTime); } if (!EndGame() || (GameIsFinished() || TransitioningToEndGame())) { foreach (var bullet in _bullets) { bullet.Update(gameTime); } _bullets.RemoveAll(b => !b.Used); foreach (var laser in _lasers) { laser.Update(gameTime); } ParticleManager.Update(gameTime); } if (GameIsFinished()) { return; } _playTime += gameTime.ElapsedGameTime; if (_boss != null && _boss.IsReady() && !EndGame()) { _timer += gameTime.ElapsedGameTime; } CollisionWorld.Update(gameTime); _player.Update(gameTime); }
public override void OnUpdate() { timer.Update(); if (timer.HasElapsed()) { Finish(); return; } // interpolate position SetPosition(Vector3.Lerp(this.positionFrom, this.positionTo, timer.GetRatio())); }
public override void Update(GameTime gameTime) { base.Update(gameTime); _shootBulletTimer.Update(gameTime); var newPosition = new Vector2( Boss.Game.GameManager.Random.Next((int)(Boss.Width() / 2f), GameConfig.VirtualResolution.X - (int)(Boss.Width() / 2f)), Boss.Game.GameManager.Random.Next((int)(Boss.Height() / 2f) + 200, (int)(Boss.Height() / 2f) + 300) ); Boss.MoveTo(newPosition, 1.5f); }
public override void OnUpdate() { timer.Update(); if (timer.HasElapsed()) { Finish(); return; } // interpolate scale transform.localScale = Vector3.Lerp(scaleFrom, scaleTo, timer.GetRatio()); }
public override void Update(GameTime gameTime) { var newPosition = new Vector2( Boss.Game.GameManager.Random.Next((int)(Boss.Width() / 2f), GameConfig.VirtualResolution.X - (int)(Boss.Width() / 2f)), Boss.Game.GameManager.Random.Next((int)(Boss.Height() / 2f) + 42, GameConfig.VirtualResolution.Y - (int)(Boss.Height() / 2f)) ); Boss.MoveTo(newPosition, 3f); UpdateActionPointPosition(); _shootBulletTimer.Update(gameTime); base.Update(gameTime); }
public void Update(float delta) { game.Context.GetOverlayWidget().SetClockTime(gameTime.Time); if (!hurryUpSfx) { if (gameTime.Time < 4f) { hurryUpSfx = true; timesUpAudioSource = game.Context.GetAudioManager().PlaySound(Sfx.DangerClockLong); } } gameTime.Update(delta); }
/// <summary> /// Updates this instance. /// </summary> private void Update() { // Check for pause if (GameState == GameState.Paused) { return; } // Collect taxes if (_gameTimer != null) { if (_gameTimer.IsDone()) { // Collect tax Money += Mathf.RoundToInt(_map.Buildings.Sum(building => building.CollectTax())); // Calculate upkeep costs float upkeep = _map.Decorations.Select(tile => tile.gameObject.GetComponent <PurchasableTile>()) .Where(purchasable => purchasable != null) .Sum(purchasable => purchasable.Upkeep); upkeep += _map.Roads.Select(tile => tile.gameObject.GetComponent <PurchasableTile>()) .Where(purchasable => purchasable != null) .Sum(purchasable => purchasable.Upkeep); // Subtract upkeep costs Money -= Mathf.RoundToInt(upkeep); _gameTimer.ResetClock(); _gameTimer.Begin(); } else { _gameTimer.Update(); } } // Check for gameover if (Money < -1000) { // Pause game SetPause(true); // Display game over screen GameOverScreen.SetActive(true); } }
public void Update(float delta) { anturaTimer -= delta; if (anturaTimer <= 0.0f) { if (isAnturaRunning) { StopAntura(); } else { StartAntura(); } } gameTime.Update(delta); game.Context.GetOverlayWidget().SetClockTime(gameTime.Time); }
/// <summary> /// Helper for updating the screen transition position. /// </summary> /// <param name="gameTime">the current game time</param> /// <param name="transitionOn">whether this transtion is moving onto or off of the screen</param> /// <returns>True if this transition is still ongoing, false if the transition has finished moving on/off</returns> public bool Update(GameTime gameTime, bool transitionOn) { //Will that transition flag change the state of the thing? if (StateChange(transitionOn)) { //are we transitioning on or off? var time = transitionOn ? OnTime : OffTime; //Start the countdown timer _transitionTimer.Start(time); //fire off the event handler if (OnStateChange != null) { OnStateChange(this, new EventArgs()); } } _transitionTimer.Update(gameTime); // Update the transition position. if (transitionOn) { TransitionPosition = _transitionTimer.Lerp; } else { TransitionPosition = 1f - _transitionTimer.Lerp; } // Did we reach the end of the transition? if ((transitionOn && (TransitionPosition <= 0.0f)) || (!transitionOn && (TransitionPosition >= 1.0f))) { TransitionPosition = MathHelper.Clamp(TransitionPosition, 0.0f, 1.0f); return(false); } // Otherwise we are still busy transitioning. return(true); }
public void Update(float delta) { rightButtonTimer -= delta; if (correctButton != null && TutorialMode && rightButtonTimer < 0 && box.IsReady() && !Finished) { rightButtonTimer = 3; var uicamera = game.uiCamera; TutorialUI.SetCamera(uicamera); TutorialUI.Click(correctButton.transform.position); } if (!TutorialMode && showOldTimer) { game.radialWidget.percentage = gameTime.Time / gameTime.Duration; } if (!TutorialMode && ReadingGameConfiguration.Instance.ShowTimer && !Finished) { game.Context.GetOverlayWidget().SetClockTime(gameTime.Time); } gameTime.Update(delta); }
//TODO: This method can cause problems, if want to use this AI and you have issues, refactor please private void GoToPosition(Vector3 destination) { bool canSeeDestination = false; bool destinationHasChange = destination != _lastDestination; if (destinationHasChange) { _raycastCheckTimer = new CountdownTimer(TimeBetweenRayCastCheck, TimeBetweenRayCastCheck); } _raycastCheckTimer.Update(Time.deltaTime); Vector3 directionToMove = destination; if (_raycastCheckTimer.CurrentValue > _raycastCheckTimer.MaxValue) { canSeeDestination = !Physics.Raycast(transform.position, destination); _raycastCheckTimer.Reset(); } if (!canSeeDestination) { if (destinationHasChange) { _pathToDestination = _agent.GetPathToDestination(destination); _lastDestination = destination; } if (transform.position.x == _pathToDestination[0].x && transform.position.z == _pathToDestination[0].z) { _pathToDestination.RemoveAt(0); } directionToMove = _pathToDestination[0]; } directionToMove.y = destination.y; transform.position = Vector3.MoveTowards(transform.position, directionToMove, Time.deltaTime * MoveVelocity); }
/** * Update routines of the logger. */ public void Update() { if (currentlyWriting) { // still writing return; } if (bufferQueue.Count == 0) { // nothing to write return; } writeTimer.Update(); if (writeTimer.HasElapsed()) { EnqueueWriteTask(); Action action = ProcessTaskQueue; UnityThreadHelper.CreateThread(action); writeTimer.Reset(); } }
public void Update(GameTime gameTime) { if (_shaking) { if (_shakingTimer.TotalMilliseconds > 0) { _shakingTimer -= gameTime.ElapsedGameTime; Position = _initialPosition + new Vector2((float)(_game.GameManager.Random.NextDouble() * _shakingMagnitude)); } else { _shaking = false; _shakingTimer = TimeSpan.Zero; Position = _initialPosition; } } if (_followingPosition && _followPositionDelegate != null) { Origin = _followPositionDelegate(); } if (_targetingZoom) { _targetZoomTimer.Update(gameTime); var delta = _targetZoomTimer.CurrentTime.TotalSeconds / _targetZoomTimer.Interval.TotalSeconds; var currentZoom = MathHelper.Lerp(_initialZoom, _targetZoom, (float)delta); Zoom = currentZoom; if (Math.Abs(Zoom - _targetZoom) < 0.0001f) { Zoom = _targetZoom; _targetingZoom = false; } } }
public override void Update(GameTime gameTime) { base.Update(gameTime); var dt = (float)gameTime.ElapsedGameTime.TotalSeconds; _canRushTimer.Update(gameTime); _rushTimer.Update(gameTime); if (!TargetingPosition && !_rushing) { // Follow the player Sprite.Rotation += _angularSpeed * dt; if (_canRush) { var playerAngle = Vector2.Normalize(_boss.GetPlayerPosition() - Position()).ToAngle() + (float)Math.PI; if (Math.Abs(MathHelper.WrapAngle(Sprite.Rotation) - playerAngle) < 0.1f) { _canRush = false; RushToPlayer(); } } } if (_rushing && Position() == TargetPosition) { _rushing = false; //_canRushTimer.Interval = TimeSpan.FromSeconds(1 + (_boss.Game.GameManager.Random.NextDouble() * 5)); //_canRushTimer.Restart(); //Speed *= 1.2f; Destroy(); } }