public override void Update(GameTime gameTime, InputManager input) { handleInput(input); centerCamera(centerPos); unit.Right = (int)centerPos.X; unit.Bottom = (int)centerPos.Y; }
public override void Update(GameTime gameTime, InputManager input) { //return to main menu if any key is pressed newState = Keyboard.GetState(); if (newState != oldState) { NewState = new MainMenu(graphics, Font1, sprite); } }
public override void Update(GameTime gameTime, InputManager input) { //TODO -- add move animation between levels, checking for whether levels are connected/completed if (input.SelectLeft && _progressData.CurrentLevel > 0) { SoundPlayer.playSoundEffects("hihatloop"); _progressData.CurrentLevel--; } else if (input.SelectRight && _progressData.CurrentLevel < Nodes.Length - 1) { SoundPlayer.playSoundEffects("hihatloop"); _progressData.CurrentLevel++; } else if (input.ConfirmSelection) { SoundPlayer.playSoundEffects("bassdrum"); SoundPlayer.StopSound(); SelectLevel(_progressData.CurrentLevel); } }
public override void Update(GameTime gameTime, InputManager input) { throw new NotImplementedException(); }
private void handleInput(InputManager input) { if (input.MoveLeft) centerPos.X -= 10; else if (input.MoveRight) { centerPos.X += 10; } if (input.MoveUp) centerPos.Y -= 10; if (input.MoveDown) centerPos.Y += 10; }
private void handleInput(InputManager input) { if (input.MoveLeft) _gino.Walk(Direction.West); else if (input.MoveRight) _gino.Walk(Direction.East); if (input.Jump) _gino.Jump(); if (input.Fire) _gino.EquippedWeapon.Fire(_gino.Center, _gino.Sprite.FacingRight ? Vector2.UnitX : -Vector2.UnitX); if (input.Debug1) _gino.Damage(50, Direction.East); }
public override void Update(GameTime gameTime, InputManager input) { if (_progressData.CurrentLevel == 0) { SoundPlayer.Update("howhighthemoon"); } else if (_progressData.CurrentLevel == 1) { SoundPlayer.Update("djangostiger");// these are 24-bit .wav PCMs } else if (_progressData.CurrentLevel == 2) { SoundPlayer.Update("sweetsue"); } else if (_progressData.CurrentLevel == 3) { SoundPlayer.Update("shine"); } else if (_progressData.CurrentLevel == 4) { SoundPlayer.Update("chinaboy"); } else if (_progressData.CurrentLevel ==5) { SoundPlayer.Update("younger"); } handleInput(input); foreach (Pickup p in _pickups) p.Update(gameTime); foreach (Enemy e in _enemies) { e.Update(gameTime, onGround(e.Bottom, e.Left, e.Right)); e.CheckAgainstPlayer(_gino); moveUnit(e, gameTime); } _gino.EquippedWeapon.Update(gameTime); Weapon.UpdateProjectiles(gameTime); moveProjectiles(gameTime); centerCamera(_gino.Center); _gino.Update(gameTime, onGround(_gino.Bottom, _gino.Left, _gino.Right)); if (_gino.HitRect.Contains(_endPoint)) { endLevel(true); } moveUnit(_gino, gameTime); if (_gino.State == Unit.UnitState.Dead) { _endTimer -= gameTime.ElapsedGameTime; if (_endTimer < TimeSpan.Zero) { endLevel(false); } } }
public override void Update(GameTime gameTime, InputManager input) { MouseState mouseState = Mouse.GetState(); image.X = (Game1.SCREEN_WIDTH / 8); image.Y = mouseState.Y - 20; if (previousMouseState.LeftButton == ButtonState.Released && mouseState.LeftButton == ButtonState.Pressed) { fireBullet(image); previousMouseState = mouseState; } if (previousMouseState.LeftButton == ButtonState.Pressed && mouseState.LeftButton == ButtonState.Released) previousMouseState = mouseState; for (int i = 0; i < numButtons; i++) { if (buttonSt[i] == buttonState.down) //decide where to go { GameState _current_state = this; if (buttonSt[0] == buttonState.down) {//******************************start game NewState = new Overworld( new ProgressData() { NumCoins = 0, CurrentLevel = 0, addHealth = 0, shopWeapon = "Revolver", addAmmo = 0, LevelCompleted = new bool[Overworld.Nodes.Length] } ); } if (buttonSt[1] == buttonState.down) //******************************************LoadGame******** { NewState = new Overworld(Data.DataLoader.LoadProgress()); } if (buttonSt[2] == buttonState.down) //instructions NewState = new InstructionScreen(graphics, Font1, sprite); if (buttonSt[3] == buttonState.down) //quit _current_state.RequestExit = true; } if (inButton(i)) buttonSt[i] = buttonState.down; } for (int i = 0; i < numBullets; i++) { if (bulletFired[i]) { bulletRect[i].X += 10; if (bulletRect[i].X > Game1.SCREEN_WIDTH) bulletFired[i] = false; } } }
/// <summary> /// GameStates should override this to provide all update logic /// </summary> /// <param name="gameTime">gameTime.ElapsedGameTime contains the amount of time elapsed since last update</param> /// <param name="input">Check this object for any relevant inputs. It is updated by Game1 every cycle before passing in</param> public abstract void Update(GameTime gameTime, InputManager input);
public override void Update(GameTime gameTime, InputManager input) { //TODO -- probably need stuff here //where is the mouse, change the picture based on the mouse click MouseState mouseState = Mouse.GetState(); mouse.X = mouseState.X - 5; mouse.Y = mouseState.Y - 5; mainPic = ShopView.CheckLocation(mouse.X, mouse.Y); //returns != 0 if mouse is hovering over item if (pmouseState.LeftButton == ButtonState.Released && mouseState.LeftButton == ButtonState.Pressed) { pmouseState = mouseState; } if (pmouseState.LeftButton == ButtonState.Pressed && mouseState.LeftButton == ButtonState.Released) { pmouseState = mouseState; if (mainPic == 7) { //alter progress data to reflect items bought if (countBought[3] > 0) //bought a machine pistol { progressData.shopWeapon = "MachinePistol"; countBought[3]--; while (countBought[3] != 0) { progressData.addAmmo++; countBought[3]--; } } else if (countBought[2] > 0) //bought a rifle { progressData.shopWeapon = "Rifle"; countBought[2]--; while (countBought[2] != 0) { progressData.addAmmo++; countBought[2]--; } } else if (countBought[1] > 0) //bought a shotgun { progressData.shopWeapon = "Shotgun"; countBought[1]--; while (countBought[1] != 0) { progressData.addAmmo++; countBought[1]--; } } else if (countBought[0] > 0) //bought a revolver { progressData.shopWeapon = "Revolver"; while (countBought[0] != 0) { progressData.addAmmo++; countBought[0]--; } } SoundPlayer.StopSound(); SoundPlayer.StartSound("rosesdepicardie"); NewState = new Overworld(progressData);//return to overworld } else if (mainPic == 6) //attempt to buy { locked = 0; gotPrice = ShopView.getPrice(lmainPic - 1); if (progressData.NumCoins >= gotPrice) { progressData.NumCoins -= gotPrice; if (lmainPic > 0) indices[lmainPic - 1] = 1; if (lmainPic == 5) progressData.addHealth++; if ((lmainPic < 5) && (lmainPic > 0)) countBought[lmainPic - 1]++; } lmainPic = 0; } else if ((mainPic > 0) && (mainPic < 6)) { locked = 1; lmainPic = mainPic; } } }