protected override void Update(GameTime gameTime) { if (Keyboard.GetState().IsKeyDown(Keys.Escape)) { this.Exit(); } timer++; if (timer > 60) { timer = 0; if (mover.used == false) { //敵を一つ画面中央に作成し、弾を吐くよう設定 mover = MoverManager.CreateMover(); mover.pos = new Vector2(graphics.PreferredBackBufferWidth / 4 + graphics.PreferredBackBufferWidth / 2 * (float)rand.NextDouble(), graphics.PreferredBackBufferHeight / 2 * (float)rand.NextDouble()); mover.SetBullet(parser.tree); //BulletMLで動かすように設定 } } //すべてのMoverを行動させる MoverManager.Update(); //使わなくなったMoverを解放 MoverManager.FreeMovers(); // 自機を更新 myship.Update(); base.Update(gameTime); }
protected override void Update(GameTime gameTime) { if (Keyboard.GetState().IsKeyDown(Keys.Escape)) { this.Exit(); } ////update the timer //_clock.Update(gameTime); ////update the input //_inputState.Update(); //_inputWrapper.Update(_inputState, false); ////check input to increment/decrement the current bullet pattern //if (_inputWrapper.Controller.CheckKeystroke(EKeystroke.LShoulder)) //{ // //decrement the pattern // if (0 >= _CurrentPattern) // { // //if it is at the beginning, move to the end // _CurrentPattern = _myPatterns.Count - 1; // } // else // { // _CurrentPattern--; // } // AddBullet(); //} //else if (_inputWrapper.Controller.CheckKeystroke(EKeystroke.RShoulder)) //{ // //increment the pattern // if ((_myPatterns.Count - 1) <= _CurrentPattern) // { // //if it is at the beginning, move to the end // _CurrentPattern = 0; // } // else // { // _CurrentPattern++; // } // AddBullet(); //} ////reset the bullet pattern //if (_inputWrapper.Controller.CheckKeystroke(EKeystroke.A)) //{ // AddBullet(); //} ////increase/decrease the rank //if (_inputWrapper.Controller.CheckKeystroke(EKeystroke.LShoulder)) //{ // if (_Rank > 0.0f) // { // _Rank -= 0.1f; // } // if (_Rank < 0.0f) // { // _Rank = 0.0f; // } //} //else if (_inputWrapper.Controller.CheckKeystroke(EKeystroke.RShoulder)) //{ // if (_Rank < 1.0f) // { // _Rank += 0.1f; // } // if (_Rank > 1.0f) // { // _Rank = 1.0f; // } //} ////if y is held down, do some slowdown //if (_inputWrapper.Controller.CheckKeystroke(EKeystroke.Y)) //{ // _moverManager.TimeSpeed = 0.5f; //} //else //{ // _moverManager.TimeSpeed = 1.0f; //} ////if b is held down, make it bigger //if (_inputWrapper.Controller.CheckKeystroke(EKeystroke.LTrigger)) //{ // _moverManager.Scale -= 0.1f; //} //else if (_inputWrapper.Controller.CheckKeystroke(EKeystroke.RTrigger)) //{ // _moverManager.Scale += 0.1f; //} _moverManager.Update(); myship.Update(); base.Update(gameTime); }