// Update is called once per frame public static void Update() { UIController.Update(); InputController.Update(); World.Update(); Lifeforms.Update(); }
private void InputHandler() { if (inputController.OnMouseDown == null) { inputController.OnMouseDown = MouseDown; } if (inputController.OnMouseUp == null) { inputController.OnMouseUp = MouseUp; } if (inputController.OnKeyDown == null) { inputController.OnKeyDown = OnKeyDown; } inputController.Update(); if (inputController.isMiddleMouse) { ViewportService.cameraPosition += inputController.delta; Repaint(); } if (inputController.isScroll) { //Zoom normalno ne rabotaet //ViewportService.Zoom += inputController.delta.y * 0.01F; Repaint(); } }
/// <summary> /// Do all the preparations before frame rendering and updates the game state. /// </summary> /// <param name="e"></param> protected override void OnUpdateFrame(FrameEventArgs e) { InputController.Update(); totalTimeElapsed += e.Time; // Prevents redundant Updating of FixedUpdate() method. // *REASON: Rendering is slower than physics fixed updates.* // // Cheks if the time elapsed is bigger than deltaTimeFixedUpdate // than choose elapsed time from the last frame render for a FixedUpdate. if (totalTimeElapsed >= deltaTimeFixedUpdate) { foreach (var gameObject in gameObjects.ToList <GameObject>()) { gameObject.PerformFixedUpdate(totalTimeElapsed); } } totalTimeElapsed = 0f; foreach (var gameObject in gameObjects.ToList <GameObject>()) { gameObject.PerformUpdate(e.Time); } base.OnUpdateFrame(e); }
void Update() { if (b_takeInput) { m_ptrInputController.Update(); } }
void HandleTouches() { if (InputController.Update()) { return; } for (int i = 0; i < Input.touchCount; i++) { Touch touch = Input.GetTouch(i); if (touch.phase != TouchPhase.Moved) { continue; } Vector2 touch_p = touch.position; Vector2 touch_delta_p = touch.deltaPosition; float coef_scrolling = 2f * Camera.main.orthographicSize / Screen.height; float scroll = touch_delta_p.y * coef_scrolling; bool is_right_screen_part = touch_p.x > Screen.width / 2.0f; if (is_right_screen_part) { m_RightConveyor.Scroll(scroll); } else { m_LeftConveyor.Scroll(scroll); } } }
private void Update() { if (GameStateModel.GameState == GameStateModel.GAME_STATE_PLAYING) { inputController.Update(); elementsController.Update(); } }
private IEnumerator GameProcess() { while (true) { _inputController.Update(); yield return(null); } }
public override void Update(int timeElapsed) { PlayerInputController.Update(timeElapsed); playerAngle = (float)Math.Atan2(Velocity.Y, Velocity.X); Position += Velocity; gameWorld.GridLogic.UpdateEntity(this); Position.WrapAround(GlobalVars.worldWidth, GlobalVars.worldHeight); Debug.WriteLine("cellID: " + InCell.ID); }
void Update() { if (CurrentState == null) { return; } inputController.Update(); }
public override void Update(int timeElapsed) { PlayerInputController.Update(timeElapsed); Position += Velocity; playerAngle = (float)Math.Atan2(Velocity.Y, Velocity.X); }
public void Update(float deltaTime) { m_inputCtrl.Update(deltaTime, 0); while (!m_inputCtrl.MessageQueue.Empty()) { var localMessage = m_inputCtrl.MessageQueue.Dequeue(); m_match.ProcessMessage(localMessage); } m_match.Update(deltaTime); }
// Update is called once per frame public void Update() { if (inputController != null) { inputController.Update(); } if (musicController != null) { musicController.Update(); } }
/// <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(); } _inputController.Update(gameTime.ElapsedGameTime.Milliseconds); _screenController.Update(gameTime.ElapsedGameTime.Milliseconds); base.Update(gameTime); }
public bool Update() { _context.WriteCases(); var nextAction = _input.Update(_context.Cases); if (nextAction != null) { _out.Write(); nextAction(); return(true); } return(false); }
protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.F4)) { Exit(); } InputController.Update(gameTime); menus.Update(); // TODO: Add your update logic here base.Update(gameTime); }
internal void UpdateInput(GameTime gameTime, InputManager inputManager) { if (Input == null) { throw new NullReferenceException("Input is Null, Initialize must be called before UpdateInput."); } if (Input.Actions.Count == 0) { return; } Input.Update(gameTime, inputManager); }
public void MultipleTriggerTest() { var trigger1 = new EventTrigger(AlwaysTrue) { IsRepeatingTrigger = true }; var trigger2 = new EventTrigger(AlwaysTrue) { IsRepeatingTrigger = true }; var trigger3 = new EventTrigger(AlwaysTrue) { IsRepeatingTrigger = true }; var sequenceTrigger = new SequenceTrigger(trigger1, trigger2, trigger3); int trigger1Count = 0; int trigger2Count = 0; int trigger3Count = 0; trigger1.ConditionsMet += () => ++ trigger1Count; trigger2.ConditionsMet += () => ++ trigger2Count; trigger3.ConditionsMet += () => ++ trigger3Count; InputController.AddTrigger(sequenceTrigger); Assert.AreEqual(0, trigger1Count); Assert.AreEqual(0, trigger2Count); Assert.AreEqual(0, trigger3Count); InputController.Update(); Assert.AreEqual(1, trigger1Count); Assert.AreEqual(0, trigger2Count); Assert.AreEqual(0, trigger3Count); InputController.Update(); Assert.AreEqual(1, trigger1Count); Assert.AreEqual(1, trigger2Count); Assert.AreEqual(0, trigger3Count); InputController.Update(); Assert.AreEqual(1, trigger1Count); Assert.AreEqual(1, trigger2Count); Assert.AreEqual(1, trigger3Count); InputController.Update(); Assert.AreEqual(2, trigger1Count); Assert.AreEqual(1, trigger2Count); Assert.AreEqual(1, trigger3Count); }
/// <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) { _cloud2.Update(gameTime); if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } inputController.Update(gameTime); animatedSprite.Update(gameTime); // TODO: Add your update logic here base.Update(gameTime); }
public void Update(float deltaTime) { m_gameClient.Update(); if (!m_gameClient.IsConnected()) { return; } m_inputCtrl.Update(deltaTime, 0); ProcessNetworkMessages(); while (!m_inputCtrl.MessageQueue.Empty()) { var localMessage = m_inputCtrl.MessageQueue.Dequeue(); // m_gameClient.Send(localMessage); // m_match.ProcessMessage(localMessage); } m_match.Update(deltaTime); }
void Update() { input.Update(); if (inputModel.isDragging) { World clone = LogicService.CloneWorldWithoutBullets(model); Position shootDir = input.GetShootDir(); Position leftDir = (shootDir + Position.RotateLeft(shootDir) * Config.SPREAD).Normalize(); Position rightDir = (shootDir + Position.RotateRight(shootDir) * Config.SPREAD).Normalize(); LogicService.ShootBullet(clone, shootDir); LogicService.ShootBullet(clone, leftDir); LogicService.ShootBullet(clone, rightDir); List <Position> predictionPoints = new List <Position>(); for (int i = 0; i < Config.PREDICTION_STEPS; i++) { for (int j = 0; j < 1; j++) { LogicService.Tick(clone); } foreach (var b in clone.bullets.Values) { predictionPoints.Add(b.pos); } } ViewService.DrawPredictionPoints(view, predictionPoints); var p1 = Camera.main.ScreenToWorldPoint(inputModel.startDragPos); p1.y -= 0.5f; var p2 = Camera.main.ScreenToWorldPoint(inputModel.currentDragPos); p2.y -= 0.5f; ViewService.DrawInputUI(view, p1, p2); } }
void Update() { float control; InputController.Update(); control = InputController.GetAxis(InputController.Axis.Cross_Horizontal); if (control != 0) { move.x = control; } else { move.x = Input.GetAxis("Horizontal"); } if (Input.GetKeyDown(KeyCode.R) || Input.GetKeyDown(KeyCode.Joystick1Button0)) { int sceneIndex = SceneManager.GetActiveScene().buildIndex; SceneManager.LoadScene(sceneIndex); } }
protected override void Update(GameTime gameTime) { float deltaTime = (float)gameTime.ElapsedGameTime.TotalSeconds; input.Update(deltaTime); if (input.Quit) { Exit(); } var newPlasmas = (from plasma in plasmas let colliders = from asteroid in asteroids where Vector2.Distance(plasma.Position, asteroid.Position) < 20.0f select asteroid where plasma.X > 50.0f && plasma.X <600.0f && plasma.Y> 50.0f && plasma.Y < 600.0f && colliders.Count() == 0 select plasma.CreateMoved(-Vector2.UnitY * 200.0f * deltaTime)).ToList(); currentWeapon.Update(deltaTime, ship.Position); if (input.Shooting) { currentWeapon.PullTrigger(); } newPlasmas.AddRange(currentWeapon.NewBullets); if (Keyboard.GetState().IsKeyDown(Keys.D1)) { currentWeapon = new Blaster(Content); } if (Keyboard.GetState().IsKeyDown(Keys.D2)) { currentWeapon = new DoubleBlaster(Content); } var newAsteroids = (from asteroid in asteroids let colliders = from plasma in plasmas where Vector2.Distance(plasma.Position, asteroid.Position) < 20.0f select plasma where asteroid.X > 50.0f && asteroid.X <600.0f && asteroid.Y> 50.0f && asteroid.Y < 300.0f && colliders.Count() == 0 select asteroid.CreateMoved(Vector2.UnitY * 100.0f * deltaTime)).ToList(); Vector2 shipVelocity = input.ShipMovement * shipSpeed; var newShip = ship.CreateMoved(shipVelocity * deltaTime); switch (gameLogic.Execute(deltaTime)) { case InstructionResult.DoneAndCreateAsteroid: newAsteroids.Add( new Entity(new Vector2((float)(randomGenerator.NextDouble() * 500.0 + 51.0), 51.0f), Content.Load <Texture2D>("asteroid"))); break; case InstructionResult.RunningAndCreateAsteroid: newAsteroids.Add( new Entity(new Vector2((float)(randomGenerator.NextDouble() * 500.0 + 51.0), 51.0f), Content.Load <Texture2D>("asteroid"))); break; } // COMMIT CHANGES TO THE STATE plasmas = newPlasmas; asteroids = newAsteroids; ship = newShip; base.Update(gameTime); }
// Update is called once per frame void Update() { int control; InputController.Update(); control = InputController.GetAxisDown(InputController.Axis.Cross_Horizontal); switch ((int)PageTrig) { case 0: if (Input.GetKeyDown(KeyCode.W)) { PageTrig += 2; animator.SetFloat("Page_Manager", PageTrig); animator.SetTrigger("take1->2"); audioSource.PlayOneShot(sound[1]); } if (Input.GetKeyDown(KeyCode.A) || control == -1) { // PageTrig -= 1; // animator.SetFloat("Page_Manager", PageTrig); } if (Input.GetKeyDown(KeyCode.D) || control == 1) { PageTrig += 1; animator.SetFloat("Page_Manager", PageTrig); } if (Input.GetKeyDown(KeyCode.LeftShift)) { ClosePage = true; PageTrig = 10; animator.SetBool("Back_Select", ClosePage); } if (Input.GetKeyDown(KeyCode.Return) || Input.GetKeyDown(KeyCode.JoystickButton1)) { audioSource.PlayOneShot(sound[2]); SceneManager.LoadScene("Stage1"); } break; case 1: if (Input.GetKeyDown(KeyCode.W)) { PageTrig += 2; animator.SetFloat("Page_Manager", PageTrig); animator.SetTrigger("take1->2"); audioSource.PlayOneShot(sound[1]); } if (Input.GetKeyDown(KeyCode.A) || control == -1) { PageTrig -= 1; animator.SetFloat("Page_Manager", PageTrig); } /*if (Input.GetKeyDown(KeyCode.S)) * { * PageTrig -= 2; * animator.SetTrigger("take1->2"); * }*/ if (Input.GetKeyDown(KeyCode.D) || control == 1) { PageTrig += 1; animator.SetFloat("Page_Manager", PageTrig); animator.SetTrigger("take1->2"); audioSource.PlayOneShot(sound[1]); } if (Input.GetKeyDown(KeyCode.LeftShift)) { ClosePage = true; animator.SetBool("Back_Select", ClosePage); } if (Input.GetKeyDown(KeyCode.Return) || Input.GetKeyDown(KeyCode.JoystickButton1)) { audioSource.PlayOneShot(sound[2]); SceneManager.LoadScene("Stage2"); } break; case 2: if (Input.GetKeyDown(KeyCode.W)) { PageTrig += 2; //animator.ResetTrigger("take1->2"); animator.SetFloat("Page_Manager", PageTrig); animator.SetTrigger("take2->3"); audioSource.PlayOneShot(sound[1]); } if (Input.GetKeyDown(KeyCode.A) || control == -1) { PageTrig -= 1; animator.SetFloat("Page_Manager", PageTrig); animator.SetTrigger("take2->2-B"); audioSource.PlayOneShot(sound[1]); } if (Input.GetKeyDown(KeyCode.S)) { PageTrig -= 2; //animator.ResetTrigger("take1->2"); animator.SetFloat("Page_Manager", PageTrig); animator.SetTrigger("take2->2-B"); } if (Input.GetKeyDown(KeyCode.D) || control == 1) { PageTrig += 1; animator.SetFloat("Page_Manager", PageTrig); } if (Input.GetKeyDown(KeyCode.Return)) { ClosePage = true; PageTrig = 10; animator.SetBool("Back_Select", ClosePage); } if (Input.GetKeyDown(KeyCode.Return) || Input.GetKeyDown(KeyCode.JoystickButton1)) { audioSource.PlayOneShot(sound[2]); SceneManager.LoadScene("Stage3"); } break; case 3: if (Input.GetKeyDown(KeyCode.W)) { PageTrig += 2; animator.SetFloat("Page_Manager", PageTrig); animator.SetTrigger("take2->3"); audioSource.PlayOneShot(sound[1]); } if (Input.GetKeyDown(KeyCode.A) || control == -1) { PageTrig -= 1; animator.SetFloat("Page_Manager", PageTrig); } if (Input.GetKeyDown(KeyCode.S)) { PageTrig -= 2; animator.SetFloat("Page_Manager", PageTrig); animator.SetTrigger("take2->2-B"); } if (Input.GetKeyDown(KeyCode.D) || control == 1) { PageTrig += 1; animator.SetFloat("Page_Manager", PageTrig); animator.SetTrigger("take2->3"); audioSource.PlayOneShot(sound[1]); } if (Input.GetKeyDown(KeyCode.LeftShift)) { ClosePage = true; PageTrig = 10; animator.SetBool("Back_Select", ClosePage); } if (Input.GetKeyDown(KeyCode.Return) || Input.GetKeyDown(KeyCode.JoystickButton1)) { audioSource.PlayOneShot(sound[2]); SceneManager.LoadScene("Stage4"); } break; case 4: if (Input.GetKeyDown(KeyCode.W)) { PageTrig += 2; animator.SetFloat("Page_Manager", PageTrig); animator.SetTrigger("take3->4"); audioSource.PlayOneShot(sound[1]); } if (Input.GetKeyDown(KeyCode.A) || control == -1) { PageTrig -= 1; animator.SetFloat("Page_Manager", PageTrig); animator.SetTrigger("take3->3-B"); audioSource.PlayOneShot(sound[1]); } if (Input.GetKeyDown(KeyCode.S)) { PageTrig -= 2; animator.SetFloat("Page_Manager", PageTrig); animator.SetTrigger("take3->3-B"); } if (Input.GetKeyDown(KeyCode.D) || control == 1) { PageTrig += 1; animator.SetFloat("Page_Manager", PageTrig); } if (Input.GetKeyDown(KeyCode.LeftShift)) { ClosePage = true; PageTrig = 10; animator.SetBool("Back_Select", ClosePage); } if (Input.GetKeyDown(KeyCode.Return) || Input.GetKeyDown(KeyCode.JoystickButton1)) { audioSource.PlayOneShot(sound[2]); SceneManager.LoadScene("Stage5"); } break; case 5: if (Input.GetKeyDown(KeyCode.W)) { PageTrig += 2; animator.SetFloat("Page_Manager", PageTrig); animator.SetTrigger("take3->4"); audioSource.PlayOneShot(sound[1]); } if (Input.GetKeyDown(KeyCode.A) || control == -1) { PageTrig -= 1; animator.SetFloat("Page_Manager", PageTrig); } if (Input.GetKeyDown(KeyCode.S)) { PageTrig -= 2; animator.SetFloat("Page_Manager", PageTrig); animator.SetTrigger("take3->3-B"); } if (Input.GetKeyDown(KeyCode.D) || control == 1) { PageTrig += 1; animator.SetFloat("Page_Manager", PageTrig); animator.SetTrigger("take3->4"); audioSource.PlayOneShot(sound[1]); } if (Input.GetKeyDown(KeyCode.LeftShift)) { ClosePage = true; PageTrig = 10; animator.SetBool("Back_Select", ClosePage); } if (Input.GetKeyDown(KeyCode.Return) || Input.GetKeyDown(KeyCode.JoystickButton1)) { audioSource.PlayOneShot(sound[2]); SceneManager.LoadScene("Stage6"); } break; case 6: if (Input.GetKeyDown(KeyCode.A) || control == -1) { PageTrig -= 1; animator.SetFloat("Page_Manager", PageTrig); animator.SetTrigger("take4->4-B"); audioSource.PlayOneShot(sound[1]); } if (Input.GetKeyDown(KeyCode.S)) { PageTrig -= 2; animator.SetFloat("Page_Manager", PageTrig); animator.SetTrigger("take4->4-B"); } if ((Input.GetKeyDown(KeyCode.D) || control == 1) && (PageTrig < 7)) { PageTrig += 1; animator.SetFloat("Page_Manager", PageTrig); } if (Input.GetKeyDown(KeyCode.LeftShift)) { ClosePage = true; PageTrig = 10; animator.SetBool("Back_Select", ClosePage); } if (Input.GetKeyDown(KeyCode.Return) || Input.GetKeyDown(KeyCode.JoystickButton1)) { audioSource.PlayOneShot(sound[2]); SceneManager.LoadScene("Stage7"); } break; case 7: if (Input.GetKeyDown(KeyCode.A) || control == -1) { PageTrig -= 1; animator.SetFloat("Page_Manager", PageTrig); } if (Input.GetKeyDown(KeyCode.S)) { PageTrig -= 2; animator.SetFloat("Page_Manager", PageTrig); animator.SetTrigger("take4->4-B"); } if (Input.GetKeyDown(KeyCode.LeftShift)) { ClosePage = true; PageTrig = 10; animator.SetBool("Back_Select", ClosePage); } if (Input.GetKeyDown(KeyCode.Return) || Input.GetKeyDown(KeyCode.JoystickButton1)) { audioSource.PlayOneShot(sound[2]); SceneManager.LoadScene("Stage8"); } break; default: // animator.GetCurrentAnimatorStateInfo(0).IsName("Page_Manager"); if (Input.GetKeyDown(KeyCode.RightShift) && (ClosePage == true)) { PageTrig = 0; animator.SetFloat("Page_Manager", PageTrig); ClosePage = false; animator.SetBool("Back_Select", ClosePage); } break; } }
// Update is called once per frame void Update() { int control; InputController.Update(); control = InputController.GetAxisDown(InputController.Axis.Cross_Horizontal); switch (clickNum) { case 0: if (Input.GetKeyDown(KeyCode.D) || control == 1) { clickNum += 1; RightLimmit = true; LeftLimmit = false; Flamepos.x = 7.0f; Flamepos.z = -3.1f; Flamepos.y = 0.0f; transform.Translate(Flamepos); } if (Input.GetKeyDown(KeyCode.W)) { clickNum += 2; } break; case 1: if ((Input.GetKeyDown(KeyCode.A) || control == -1) && (LeftLimmit == true)) { clickNum -= 1; LeftLimmit = false; RightLimmit = true; Flamepos.x = 7.0f; Flamepos.z = -3.1f; Flamepos.y = 0.0f; transform.Translate(Flamepos); } else if ((Input.GetKeyDown(KeyCode.A) || control == -1) && (LeftLimmit == false)) { clickNum -= 1; RightLimmit = false; LeftLimmit = true; Flamepos.x = -7.0f; Flamepos.z = 3.1f; Flamepos.y = 0.0f; transform.Translate(Flamepos); } if ((Input.GetKeyDown(KeyCode.D) || control == 1) && (RightLimmit == true)) { clickNum += 1; RightLimmit = false; LeftLimmit = true; Flamepos.x = -7.0f; Flamepos.z = 3.1f; Flamepos.y = 0.0f; transform.Translate(Flamepos); } else if ((Input.GetKeyDown(KeyCode.D) || control == 1) && (RightLimmit == false)) { clickNum += 1; LeftLimmit = false; RightLimmit = true; Flamepos.x = 7.0f; Flamepos.z = -3.1f; Flamepos.y = 0.0f; transform.Translate(Flamepos); } if (Input.GetKeyDown(KeyCode.W)) { clickNum += 2; } break; case 6: if ((Input.GetKeyDown(KeyCode.A) || control == -1) && (LeftLimmit == true)) { clickNum -= 1; LeftLimmit = false; RightLimmit = true; Flamepos.x = 7.0f; Flamepos.z = -3.1f; Flamepos.y = 0.0f; transform.Translate(Flamepos); } else if ((Input.GetKeyDown(KeyCode.A) || control == -1) && (LeftLimmit == false)) { clickNum -= 1; RightLimmit = false; LeftLimmit = true; Flamepos.x = -7.0f; Flamepos.z = 3.1f; Flamepos.y = 0.0f; transform.Translate(Flamepos); } if ((Input.GetKeyDown(KeyCode.D) || control == 1) && (RightLimmit == true)) { clickNum += 1; RightLimmit = false; LeftLimmit = true; Flamepos.x = -7.0f; Flamepos.z = 3.1f; Flamepos.y = 0.0f; transform.Translate(Flamepos); } else if ((Input.GetKeyDown(KeyCode.D) || control == 1) && (RightLimmit == false)) { clickNum += 1; LeftLimmit = false; RightLimmit = true; Flamepos.x = 7.0f; Flamepos.z = -3.1f; Flamepos.y = 0.0f; transform.Translate(Flamepos); } if (Input.GetKeyDown(KeyCode.S)) { clickNum -= 2; } break; case 7: if (Input.GetKeyDown(KeyCode.A) || control == -1) { clickNum -= 1; LeftLimmit = true; RightLimmit = false; Flamepos.x = -7.0f; Flamepos.z = 3.1f; Flamepos.y = 0.0f; transform.Translate(Flamepos); } if (Input.GetKeyDown(KeyCode.S)) { clickNum -= 2; } break; default: if ((Input.GetKeyDown(KeyCode.A) || control == -1) && (LeftLimmit == true)) { clickNum -= 1; LeftLimmit = false; RightLimmit = true; Flamepos.x = 7.0f; Flamepos.z = -3.1f; Flamepos.y = 0.0f; transform.Translate(Flamepos); } else if ((Input.GetKeyDown(KeyCode.A) || control == -1) && (LeftLimmit == false)) { clickNum -= 1; RightLimmit = false; LeftLimmit = true; Flamepos.x = -7.0f; Flamepos.z = 3.1f; Flamepos.y = 0.0f; transform.Translate(Flamepos); } if ((Input.GetKeyDown(KeyCode.D) || control == 1) && (RightLimmit == true)) { clickNum += 1; RightLimmit = false; LeftLimmit = true; Flamepos.x = -7.0f; Flamepos.z = 3.1f; Flamepos.y = 0.0f; transform.Translate(Flamepos); } else if ((Input.GetKeyDown(KeyCode.D) || control == 1) && (RightLimmit == false)) { clickNum += 1; LeftLimmit = false; RightLimmit = true; Flamepos.x = 7.0f; Flamepos.z = -3.1f; Flamepos.y = 0.0f; transform.Translate(Flamepos); } if (Input.GetKeyDown(KeyCode.W)) { clickNum += 2; } if (Input.GetKeyDown(KeyCode.S)) { clickNum -= 2; } break; } }
protected override void Update(GameTime gameTime) { float deltaTime = (float)gameTime.ElapsedGameTime.TotalSeconds; input.Update(deltaTime); if (input.Quit) { Exit(); } var newPlasmas = (from plasma in plasmas let colliders = from asteroid in asteroids where Vector2.Distance(plasma.Position, asteroid.Position) < 20.0f select asteroid where plasma.X > 50.0f && plasma.X <600.0f && plasma.Y> 50.0f && plasma.Y < 600.0f && colliders.Count() == 0 select plasma.CreateMoved(-Vector2.UnitY * 200.0f * deltaTime)).ToList(); if (input.Shooting) { newPlasmas.Add( new Entity(ship.Position, Content.Load <Texture2D>("plasmaSmall"))); } var newAsteroids = (from asteroid in asteroids let colliders = from plasma in plasmas where Vector2.Distance(plasma.Position, asteroid.Position) < 20.0f select plasma where asteroid.X > 50.0f && asteroid.X <600.0f && asteroid.Y> 50.0f && asteroid.Y < 300.0f && colliders.Count() == 0 select asteroid.CreateMoved(Vector2.UnitY * 100.0f * deltaTime)).ToList(); Vector2 shipVelocity = input.ShipMovement * shipSpeed; var newShip = ship.CreateMoved(shipVelocity * deltaTime); switch (gameLogicScriptPC) { case 0: if (true) { gameLogicScriptPC = 1; iLine1 = 1; rndNumberLine1 = randomGenerator.Next(20, 60); } else { gameLogicScriptPC = 9; } break; case 1: if (iLine1 <= rndNumberLine1) { gameLogicScriptPC = 2; } else { gameLogicScriptPC = 4; timeToWaitLine4 = (float)(randomGenerator.NextDouble() * 2.0 + 5.0); } break; case 2: newAsteroids.Add( new Entity(new Vector2((float)(randomGenerator.NextDouble() * 500.0 + 51.0), 51.0f), Content.Load <Texture2D>("asteroid"))); gameLogicScriptPC = 3; timeToWaitLine3 = (float)(randomGenerator.NextDouble() * 0.2 + 0.1); break; case 3: timeToWaitLine3 -= deltaTime; if (timeToWaitLine3 > 0.0f) { gameLogicScriptPC = 3; } else { gameLogicScriptPC = 1; iLine1++; } break; case 4: timeToWaitLine4 -= deltaTime; if (timeToWaitLine4 > 0.0f) { gameLogicScriptPC = 4; } else { gameLogicScriptPC = 5; iLine5 = 1; rndNumberLine5 = randomGenerator.Next(10, 20); } break; case 5: if (iLine5 <= rndNumberLine5) { gameLogicScriptPC = 6; } else { gameLogicScriptPC = 8; timeToWaitLine8 = (float)(randomGenerator.NextDouble() * 2.0 + 5.0); } break; case 6: newAsteroids.Add( new Entity(new Vector2((float)(randomGenerator.NextDouble() * 500.0 + 51.0), 51.0f), Content.Load <Texture2D>("asteroid"))); gameLogicScriptPC = 7; timeToWaitLine7 = (float)(randomGenerator.NextDouble() * 1.5 + 0.5); break; case 7: timeToWaitLine7 -= deltaTime; if (timeToWaitLine7 > 0) { gameLogicScriptPC = 7; } else { gameLogicScriptPC = 5; iLine5++; } break; case 8: timeToWaitLine8 -= deltaTime; if (timeToWaitLine8 > 0.0f) { gameLogicScriptPC = 8; } else { gameLogicScriptPC = 0; } break; default: break; } // COMMIT CHANGES TO THE STATE plasmas = newPlasmas; asteroids = newAsteroids; ship = newShip; base.Update(gameTime); }
public void Update(float dt) { first.Update(dt); second.Update(dt); }
void Update() { inputController_.Update(); }
// Update is called once per frame void Update() { int control; InputController.Update(); control = InputController.GetAxisDown(InputController.Axis.Cross_Horizontal); switch (pageNum) { case 0: if (Input.GetKeyDown(KeyCode.W)) { pageNum += 2; Nextpageflug = true; Pagetype = 3; } if (Input.GetKeyDown(KeyCode.D) || control == 1) { pageNum += 1; } break; case 1: if (Input.GetKeyDown(KeyCode.W)) { pageNum += 2; Nextpageflug = true; Pagetype = 3; } if (Input.GetKeyDown(KeyCode.D) || control == 1) { pageNum += 1; Nextpageflug = true; Pagetype = 3; } if (Input.GetKeyDown(KeyCode.A) || control == -1) { pageNum -= 1; } break; case 2: if (Input.GetKeyDown(KeyCode.W)) { pageNum += 2; Nextpageflug = true; Pagetype = 5; } if (Input.GetKeyDown(KeyCode.D) || control == 1) { pageNum += 1; } if (Input.GetKeyDown(KeyCode.A) || control == -1) { pageNum -= 1; Backpageflug = true; Pagetype = 1; } if (Input.GetKeyDown(KeyCode.S)) { pageNum -= 2; Backpageflug = true; Pagetype = 1; } break; case 3: if (Input.GetKeyDown(KeyCode.W)) { pageNum += 2; Nextpageflug = true; Pagetype = 5; } if (Input.GetKeyDown(KeyCode.D) || control == 1) { pageNum += 1; Nextpageflug = true; Pagetype = 5; } if (Input.GetKeyDown(KeyCode.A) || control == -1) { pageNum -= 1; } if (Input.GetKeyDown(KeyCode.S)) { pageNum -= 2; Backpageflug = true; Pagetype = 1; } break; case 4: if (Input.GetKeyDown(KeyCode.W)) { pageNum += 2; Nextpageflug = true; Pagetype = 7; } if (Input.GetKeyDown(KeyCode.D) || control == 1) { pageNum += 1; } if (Input.GetKeyDown(KeyCode.A) || control == -1) { pageNum -= 1; Backpageflug = true; Pagetype = 3; } if (Input.GetKeyDown(KeyCode.S)) { pageNum -= 2; Backpageflug = true; Pagetype = 3; } break; case 5: if (Input.GetKeyDown(KeyCode.W)) { pageNum += 2; Nextpageflug = true; Pagetype = 7; } if (Input.GetKeyDown(KeyCode.D) || control == 1) { pageNum += 1; Nextpageflug = true; Pagetype = 7; } if (Input.GetKeyDown(KeyCode.A) || control == -1) { pageNum -= 1; } if (Input.GetKeyDown(KeyCode.S)) { pageNum -= 2; Backpageflug = true; Pagetype = 3;; } break; case 6: if (Input.GetKeyDown(KeyCode.D) || control == 1) { pageNum += 1; } if (Input.GetKeyDown(KeyCode.A) || control == -1) { pageNum -= 1; Backpageflug = true; Pagetype = 5; } if (Input.GetKeyDown(KeyCode.S)) { pageNum -= 2; Backpageflug = true; Pagetype = 5; } break; case 7: if (Input.GetKeyDown(KeyCode.A) || control == -1) { pageNum -= 1; } if (Input.GetKeyDown(KeyCode.S)) { pageNum -= 2; Backpageflug = true; Pagetype = 5; } break; } if (Nextpageflug == true) { ChangeTex_time++; if (ChangeTex_time >= 5) { switch (Pagetype) { case 1: gameObject.GetComponent <Renderer>().material.mainTexture = tex1; ChangeTex_time = 0; Nextpageflug = false; break; case 3: gameObject.GetComponent <Renderer>().material.mainTexture = tex3; ChangeTex_time = 0; Nextpageflug = false; break; case 5: gameObject.GetComponent <Renderer>().material.mainTexture = tex5; ChangeTex_time = 0; Nextpageflug = false; break; case 7: gameObject.GetComponent <Renderer>().material.mainTexture = tex7; ChangeTex_time = 0; Nextpageflug = false; break; } } } if (Backpageflug == true) { ChangeTex_time++; if (ChangeTex_time >= 60) { switch (Pagetype) { case 1: gameObject.GetComponent <Renderer>().material.mainTexture = tex1; ChangeTex_time = 0; Backpageflug = false; break; case 3: gameObject.GetComponent <Renderer>().material.mainTexture = tex3; ChangeTex_time = 0; Backpageflug = false; break; case 5: gameObject.GetComponent <Renderer>().material.mainTexture = tex5; ChangeTex_time = 0; Backpageflug = false; break; case 7: gameObject.GetComponent <Renderer>().material.mainTexture = tex7; ChangeTex_time = 0; Backpageflug = false; break; } } } }
public override void Update(float dt) { first.Update(dt); second.Update(dt); }
private void Update() { int control; InputController.Update(); control = InputController.GetAxisDown(InputController.Axis.Cross_Horizontal); Debug.Log(BackGround.GetStageNum()); if (((Input.GetKeyDown(KeyCode.A) || control == -1) && Select) || ((Input.GetKeyDown(KeyCode.D) || control == 1) && !Next && !Select)) { Next = true; Select = false; End = false; case1.transform.position = new Vector3(0.82f, -0.6f, -2.51f); case1.SetActive(true); case2.SetActive(false); } else if (((Input.GetKeyDown(KeyCode.D) || control == 1) && !Select && !End) || ((Input.GetKeyDown(KeyCode.A) || control == -1) && End)) { Next = false; Select = true; End = false; case1.SetActive(false); case2.SetActive(true); } else if ((Input.GetKeyDown(KeyCode.D) || control == 1) && Select || ((Input.GetKeyDown(KeyCode.A) || control == -1) && Next)) { Next = false; Select = false; End = true; case1.transform.position = new Vector3(4.34f, -3.2f, -2.51f); case1.SetActive(true); case2.SetActive(false); } if (Input.GetKeyDown(KeyCode.Return) || Input.GetKeyDown(KeyCode.JoystickButton1)) { audioSource.PlayOneShot(sound[1]); if (Next) { NextStage(); } if (Select) { SceneManager.LoadScene("Selecter"); } if (End) { #if UNITY_EDITOR UnityEditor.EditorApplication.isPlaying = false; #else Application.Quit(); #endif } } }