public void Update(GameTime gameTime) { PlayerShotManager.Update(gameTime); Proton.Update(gameTime); if (!Destroyed) { if (ProtonCannonUp) { protonTime += gameTime.ElapsedGameTime.TotalSeconds; if (protonTime >= protonTimeMax) { ProtonCannonUp = false; protonTime = 0; } } playerSprite.Velocity = Vector2.Zero; shotTimer += (float)gameTime.ElapsedGameTime.TotalSeconds; HandleKeyboardInput(Keyboard.GetState()); HandleGamepadInput(GamePad.GetState(PlayerIndex.One)); playerSprite.Velocity.Normalize(); playerSprite.Velocity *= playerSpeed; playerSprite.Update(gameTime); imposeMovementLimits(); } }
public void Update(GameTime gameTime) { EnemyShotManager.Update(gameTime); for (int x = Enemies.Count - 1; x >= 0; x--) { Enemies[x].Update(gameTime); if (Enemies[x].IsActive() == false) { Enemies.RemoveAt(x); } else { if ((float)rand.Next(0, 1000) / 10 <= shipShotChance) { Vector2 fireLoc = Enemies[x].EnemySprite.Location; fireLoc += Enemies[x].gunOffset; Vector2 shotDirection = playerManager.playerSprite.Center - fireLoc; shotDirection.Normalize(); EnemyShotManager.FireShot(fireLoc, shotDirection, false); } } } if (Active) { updateWaveSpawns(gameTime); } }
public void Update(GameTime gameTime) { PlayerShotManager.Update(gameTime); if (!Destroyed) { playerDirection.Velocity = Vector2.Zero; playerSpriteDown.Location = playerDirection.Location; playerSpriteLeft.Location = playerDirection.Location; playerSpriteUp.Location = playerDirection.Location; playerSpriteRight.Location = playerDirection.Location; shotTimer += (float)gameTime.ElapsedGameTime.TotalSeconds; HandleKeyboardInput(Keyboard.GetState()); HandleGamepadInput(GamePad.GetState(PlayerIndex.One)); playerDirection.Velocity.Normalize(); playerDirection.Velocity *= playerSpeed; playerDirection.Update(gameTime); imposeMovementLimits(); } }
public void Update(GameTime gameTime) { PlayerShotManager.Update(gameTime); if (!Destroyed) { playerSprite.Velocity = Vector2.Zero; shotTimer += (float)gameTime.ElapsedGameTime.TotalSeconds; if (PowerupOn) { PowerupTimer += (float)gameTime.ElapsedGameTime.TotalMilliseconds; if (PowerupTimer > PowerupTime) { PowerupTimer = 0; minShotTimer = 0.2f; PowerupOn = false; } } HandleKeyboardInput(Keyboard.GetState()); HandleGamepadInput(GamePad.GetState(PlayerIndex.One)); playerSprite.Velocity.Normalize(); playerSprite.Velocity *= playerSpeed; playerSprite.Update(gameTime); imposeMovementLimits(); } }
public void Update(GameTime gameTime) { PlayerShotManager.Update(gameTime); if (!Destroyed) { Gunship.Velocity = Vector2.Zero; shotTimer += (float)gameTime.ElapsedGameTime.TotalSeconds; HandleKeyboardInput(Keyboard.GetState()); HandleGamepadInput(GamePad.GetState(PlayerIndex.One)); Gunship.Velocity.Normalize(); Gunship.Velocity *= playerSpeed; Gunship.Update(gameTime); imposeMovementLimits(); } }
public void Update(GameTime gameTime) { PlayerShotManager.Update(gameTime); powerUp.Update(gameTime); if (!Destroyed) { if (ShieldsUp) { shieldTimer += gameTime.ElapsedGameTime.TotalSeconds; if (shieldTimer >= 10) { ShieldsUp = false; playerSprite.CollisionRadius = playerRadius; shieldTimer = 0; } } playerSprite.Velocity = Vector2.Zero; shotTimer += (float)gameTime.ElapsedGameTime.TotalSeconds; HandleKeyboardInput(Keyboard.GetState()); HandleGamepadInput(GamePad.GetState(PlayerIndex.One)); playerSprite.Velocity.Normalize(); playerSprite.Velocity *= playerSpeed; playerSprite.Update(gameTime); if (playerSprite.IsBoxColliding(powerUp.BoundingBoxRect)) { ShieldsUp = true; playerSprite.CollisionRadius = playerRadius * 3; powerUp.Location = new Vector2(rand.Next(40, 720), -400); } imposeMovementLimits(); } }
public void Update(GameTime gameTime) { PlayerShotManager.Update(gameTime); for (int i = 0; i < 17; i++) { if (PlayerScore > i * 400) { SoundManager.Music[i].Volume = 1f; } } SheildPowerUP.Update(gameTime); SheildRemaining--; String temp = SheildRemaining.ToString(); if (SheildRemaining > 10) { SheildVisible = true; int temp2 = Convert.ToInt32(temp.Substring(0, temp.Length - 1)); Sheildbar.frames[0] = new Rectangle(45, 400, 2, temp2); if (SheildRemaining > 230) { Sheildbar.TintColor = Color.Green; } else { Sheildbar.TintColor = Color.Red; } } else { SheildVisible = false; } if (rand.Next(0, 1000) == 1 && !SheildPowerUP.isVisible && !SheildVisible) { SheildPowerUP.isVisible = true; SheildPowerUP.Location = new Vector2(rand.Next(0, 800), -50); SheildPowerUP.Velocity = new Vector2(0, 100); } if (SheildPowerUP.Location.Y > 700) { SheildPowerUP.Location = new Vector2(0, 0); SheildPowerUP.isVisible = false; } if (SheildPowerUP.IsCircleColliding(playerSprite.Center, playerSprite.CollisionRadius)) { SheildRemaining = 460; SheildPowerUP.Location = new Vector2(0, 0); SheildPowerUP.isVisible = false; } if (!Destroyed) { playerSprite.Velocity = Vector2.Zero; shotTimer += (float)gameTime.ElapsedGameTime.TotalSeconds; HandleKeyboardInput(Keyboard.GetState()); HandleGamepadInput(GamePad.GetState(PlayerIndex.One)); playerSprite.Velocity.Normalize(); playerSprite.Velocity *= playerSpeed; EffectManager.Effect("ShipSmokeTrail").Trigger(new Vector2(playerSprite.Center.X, playerSprite.Center.Y + 10)); playerSprite.Update(gameTime); imposeMovementLimits(); } }