public void Update(GameTime gameTime) { if (Background != null) { Background.Update(gameTime); } var temp = Input.Joystick.Y; if (temp < 0 && inputDelay < 0) { MoveUp(); inputDelay = 0.15f; } else if (temp > 0 && inputDelay < 0) { MoveDown(); inputDelay = 0.15f; } if (Input.Fire) { viewEvent = interactives.First(b => b.IsActive).Event; } else if (Input.Pause && BackEvent.Event != ViewEvent.None.Event) { viewEvent = BackEvent; } else { viewEvent = ViewEvent.None; } inputDelay -= gameTime.ElapsedGameTime.Milliseconds / 1000f; }
public void Update() { switch (state) { case GameState.LOADING: { if (loadingTask.IsCompleted) { state = GameState.GAME; } } break; case GameState.GAME: { bg.Update(); level.Update(); if (Input.wasPressed(Key.Q)) { Console.WriteLine("Eyo"); level = Levels.CreateLevel1(); level.AddEntity(new Player(bg)); } } break; } }
public override void Update(GameTime gameTime, bool otherSceneHasFocus, bool coveredByOtherScene) { base.Update(gameTime, otherSceneHasFocus, coveredByOtherScene); GlobalsVar.Camera.Update(); foreach (Tower tower in towers) { tower.Update(gameTime); } target.Update(gameTime); if (IsActive) { gameBackground.Update(); GlobalsVar.Map.Update(gameTime); foreach (Mob mob in GlobalsVar.Mobs) { mob.Update(gameTime); } gameInterface.Update(); } lastPopMobTimer = lastPopMobTimer.Add(gameTime.ElapsedGameTime); if (popMobTimer <= lastPopMobTimer) { GlobalsVar.Mobs.Add(new PonyStarkMob(new Vector3(0, 2 * 5, 0))); lastPopMobTimer = new TimeSpan(0, 0, 0); } }
/// <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) { //check for input background.Update(gameTime); //get input float[] R = new float[9]; SensorManager.GetRotationMatrix(R, null, Activity1.accelValues, Activity1.magnetoValues); float[] orientation = new float[9]; SensorManager.GetOrientation(R, orientation); float roll = (float)Java.Lang.Math.ToDegrees(orientation[2]); touchCollection = TouchPanel.GetState(); TouchLocation[] touches = new TouchLocation[touchCollection.Count]; for (int i = 0; i < touchCollection.Count; i++) { touches[i] = new TouchLocation(touchCollection[i].Id, touchCollection[i].State, touchCollection[i].Position * Game1.screenSize / new Vector2(Window.ClientBounds.Width, Window.ClientBounds.Height)); } switch (state) { case GameState.Start: startScreen.Update(touches, Window); break; case GameState.Playing: level.Update(gameTime, touches, roll); pauseScreen.Update(touches, Window); break; case GameState.End: endScreen.Update(touches, Window); break; } }
public override void Update(GameTime gameTime) { //if (scrolling1.rectangle.X + scrolling1.texture.Width <= 0) //{ // scrolling1.rectangle.X = scrolling2.rectangle.X + scrolling2.texture.Width; //} //if (scrolling2.rectangle.X + scrolling2.texture.Width <= 0) //{ // scrolling2.rectangle.X = scrolling1.rectangle.X + scrolling1.texture.Width; //} //if (scrolling1.rectangle.X >= scrolling1.rectangle.Width) //{ // scrolling1.rectangle.X = scrolling2.rectangle.X - scrolling2.texture.Width; //} //if (scrolling2.rectangle.X >= scrolling2.rectangle.Width) //{ // scrolling2.rectangle.X = scrolling1.rectangle.X - scrolling1.texture.Width; //} //if (Keyboard.GetState().IsKeyDown(Keys.Left)) //{ scrolling1.Update(-1); scrolling2.Update(-1); //} //if (Keyboard.GetState().IsKeyDown(Keys.Right)) //{ // scrolling1.Update(-1); // scrolling2.Update(-1); //} base.Update(gameTime); }
public override void Update(GameTime gameTime) { World.Step(gameTime.ElapsedGameTime.Milliseconds * 1e-3f); Debug.Update(gameTime); Background.Update(gameTime); Cursor.Update(gameTime, CameraOperator, World); Entities.Update(gameTime, CameraOperator, World); Terrain.Update(gameTime, CameraOperator); CameraOperator.Update(gameTime, Entities, Factor); HUD.Update(gameTime); if (Factor < -.1f && _colorFactor == 0) { Wait.Until(time => { _colorFactor = time.Alive; return(_colorFactor >= 1); }, () => { InfiniteIsland.GameState = new HighScore(Game, Coins); InfiniteIsland.GameState.LoadContent(); }); MediaPlayer.Stop(); } }
protected override void Update(GameTime gameTime) { // Steam Update Steam_Manager.Update(); currentBackground.Update(gameTime); //Update input Input.Update(gameTime); switch (gameState) { case GameState.Menu: menu.Update(gameTime); break; case GameState.Game: thisIsOurGame.Update(gameTime); break; } base.Update(gameTime); }
public virtual void Update() { bg.Update(); for (int i = 0; i < projectiles.Count; i++) { projectiles[i].Update(offset, mobs); if (projectiles[i].done) { projectiles.RemoveAt(i); i--; } } for (int i = 0; i < mobs.Count; i++) { mobs[i].Update(); if (mobs[i].health <= 0) { Globals.score += 1; mobs.RemoveAt(i); i--; } } player.Update(); }
protected override void OnStyleChanged(UIStyle style) { base.OnStyleChanged(style); Background.Update(PeerBackground, DefaultBackground); UpdateIcon(Icon); }
public override void Update(GameTime gameTime) { TitleFlashSpeedR += 1.0f / gameTime.ElapsedGameTime.Milliseconds * 0.5f; Title.SpriteColor = Color.Lerp(Color.Red, Color.Yellow, (float)Math.Sin(TitleFlashSpeedR)); Background.Update(gameTime); }
/// <summary> /// Updates the background sprite. /// </summary> /// <param name="gameTime"></param> public static void Update(GameTime gameTime) { if (!PermittedToFadeIn && Background.Animations.Count > 0) { Background.BrightnessSprite.Animations.Clear(); } Background.Update(gameTime); }
public void updatesInstructions(GameTime gameTime, ref bool isInstructionsPressed) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { isInstructionsPressed = false; } gameBackground.Update(gameTime); }
protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } KeyboardState pauseButton = Keyboard.GetState(); if (pauseButton.IsKeyDown(Keys.P)) { _pauseGame = false; } CheckLivingEntityCollision(_player); if (!_pauseGame) { if (gc.CurrentLevel == 1 && gc.LevelFinished) { gc.LevelFinished = false; gc.CurrentLevel = 2; _board = new Board(_spriteBatch, _tileTexture, 59, 25); _board.CreateNewBossBoard(); _player.Position = new Vector2(50, ScreenHeight - (TileHeight * 2)); _geryon.Position = new Vector2(ScreenWidth - (TileWidth * 2), ScreenHeight - (TileHeight * 2)); } base.Update(gameTime); background1.Update(gameTime); _player.Update(gameTime); _vortex.Update(gameTime, _player); _spawn += (float)gameTime.ElapsedGameTime.TotalSeconds; foreach (Enemy demon in _demonHorde) { demon.Update(gameTime, _player); } if (gc.CurrentLevel == 1) { LoadEnemies(); } for (int i = 0; i < gc.MaxScoreCount; i++) { _coins[i].Update(gameTime, _player); } if (gc.CurrentLevel == 2) { _geryon.Update(gameTime, _player); _healthRectangle = new Rectangle(ScreenWidth / 2, ScreenHeight / 10, _geryon.Health, 20); CheckWinCondition(); } } }
/// <inheritdoc /> /// <summary> /// </summary> /// <param name="gameTime"></param> public override void Update(GameTime gameTime) { MenuBar.Update(gameTime); Background.Update(gameTime); var screen = (EditorScreen)Screen; screen.Ruleset.Update(gameTime); Container?.Update(gameTime); screen.LayerCompositor?.Update(gameTime); }
public void Update(ref GameTime gameTime) { // Updates all creatures, if health is less than 0, they die. Removed from the creature less for (int i = Creatures.Count - 1; i >= 0; --i) { Creatures[i].Update(ref gameTime); if (Creatures[i].CurrentHealth <= 0) { Creatures[i] = null; Creatures.RemoveAt(i); } } // Updates all the items dropped on the ground for (int i = DroppedItems.Count - 1; i >= 0; --i) { DroppedItems[i].Update(ref gameTime); if (DroppedItems[i].LifeTime >= 300) // Removed after 5 mins { DroppedItems[i] = null; DroppedItems.RemoveAt(i); } } // Updates all the projectiles, if lifetime is less than or equal to 0, they are removed. for (int i = Projectiles.Count - 1; i >= 0; --i) { Projectiles[i].Update(ref gameTime); if (Projectiles[i].LifeTime <= 0) { Projectiles[i] = null; Projectiles.RemoveAt(i); } } // If the boss of the level is up then they are updates, when dead a text appears to press N to continue. Background.Update(gameTime); if (Boss.IsAlive) { Boss.Update(gameTime); } else { TradingManager.Update(gameTime); if (Game1.InputManager.KeyClicked(Microsoft.Xna.Framework.Input.Keys.N)) { Game1.WindowManager.GetGameplayWindow().NewLevel(NextLevel); } } }
private void BackgroundUpdate(object state) { if (IsPaused) { return; } var deceased = new List <Element>(); // update the map Background.Update(); // apply any necessary damage to the players for (int i = 0; i < Players.Length; i++) { if (Players[i] == null || Players[i].IsDead) { continue; } var damage = Background.Damage(Players[i].X, Players[i].Y); if (damage > 0) { Players[i].ReduceHealth(damage); if (Players[i].IsDead) { deceased.Add(Players[i]); } } } // notify the deceased foreach (var elem in deceased) { // this player has died as a result of taking damage from the zone if (OnElementDied != null) { OnElementDied(elem); } if (OnEphemerialEvent != null) { OnEphemerialEvent(new Message() { Text = string.Format("Player {0} died in the zone", elem.Name) }); } } }
public override void Update(GameTime gameTime) { //Console.WriteLine("Menu State"); gameBackground.Update(gameTime); foreach (var component in components) { component.Update(gameTime); } //if instructions button is pressed then update if (isInstructionsPressed) { gamemenuoptions.updatesInstructions(gameTime, ref isInstructionsPressed); } }
public static void UpdateVisual() { var cameraRect = GetPlayers()[0].GetCollRectangle(); TMBAW_Game.Camera.UpdateSmoothly(cameraRect, WorldData.LevelWidth, WorldData.LevelHeight, !GetPlayers()[0].IsPlayingDeathAnimation); //if (TMBAW_Game.TimeFreeze.IsTimeFrozen()) // ParticleSystem.UpdateStartEvent_TimeConstant.Set(); //ParticleSystem.UpdateTimeConstant(); DialogueSystem.Update(); Background.Update(); WorldData.Update(); }
protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); String path = "./../../../../Scores.txt"; TextWriter tw = new StreamWriter(path, true); tw.WriteLine("Player 1: " + scoreByBomberman["Player One"] + "/ Player 2: " + scoreByBomberman["Player Two"]); tw.Close(); } for (int i = 0; i < bombermans.Count; i++) { bombermans[i].Update(gameTime); if (background.fireIntersectSomething(bombermans[i].getCurrentPosition())) { if (bombermans[i] is BombermanPlayerOne) { this.scoreByBomberman["Player Two"] += 1; } else { this.scoreByBomberman["Player One"] += 1; } background = Background.getInstance(true); enemy = null; bombermans.Clear(); bombermans.Add(BombermanPlayerOne.getInstance(true)); bombermans.Add(BombermanPlayerTwo.getInstance(true)); lastDieTime = gameTime.TotalGameTime; } } if (enemy == null) { if (gameTime.TotalGameTime.Subtract(lastDieTime).Seconds > 30) { enemy = Enemy.getInstance(true); } } else { enemy.Update(gameTime); } background.Update(gameTime); base.Update(gameTime); }
public void UpdateAnimations() { //if is resetting, then do reset animations if (currResetFrameNum != -1) { currResetFrameNum--; int numMovingResetFrames = numResetFrames - 3; if (currResetFrameNum == numMovingResetFrames - 1) { SoundManager.PlayBadSound(); } if (currResetFrameNum < numMovingResetFrames) { DeleteRowsFromBottom((int)Math.Ceiling((double)numSquaresY / (numMovingResetFrames))); } } //else check for row disappearance animatinos else { //update all disappearing rows for (int y = disappearingRowsAnimationCtr.Length - 1; y >= 0;) { if (disappearingRowsAnimationCtr[y] != -1) { disappearingRowsAnimationCtr[y]--; if (disappearingRowsAnimationCtr[y] == -1) { DeleteRow(y); // continue without decrementing y // because rows above y is now shifted // down 1 row after deletion. continue; } else { SetRowColor(Square.disappearingColor[disappearingRowsAnimationCtr[y]], y); } } --y; } } backgroundImage.Update(); }
public void Update() { b1.Update(0, -1); b2.Update(0, -1); foreach (var entity in entities) { //need to change so bullets delete from top too if (entity is Bullet || entity is Enemy) { if (entity.Location.Y > 500) { RemoveFromDrawList(entity); } if (entity.Location.X > 785 || entity.Location.X < -100) { RemoveFromDrawList(entity); } /* * if (entity is Bullet) * { * if (entity.Location.Y < 0) * { * RemoveFromDrawList(entity); * } * } */ } updateEntity(entity); } while (enqueuBuf.First != null) { updateEntity(enqueuBuf.First.Value); entities.AddLast(enqueuBuf.First.Value); enqueuBuf.RemoveFirst(); } while (dequeuBuf.First != null) { entities.Remove(dequeuBuf.First.Value); dequeuBuf.RemoveFirst(); } }
/// <summary> /// Update het speel scherm /// </summary> /// <param name="gameTime">GameTime object dat ervoor zorgt dat we iets op een bepaalde tijd kunnen afspelen</param> /// <param name="camera">Camera2D object dat de hero volgt</param> /// <param name="hero">Hero object dat we besturen</param> /// <param name="collisionObjects">Lijst met alle objecten die kunnen colliden</param> /// <param name="background">Background object voor de game</param> /// <param name="collider">Collider object die kijkt of er een collision gebeurt</param> /// <param name="currentLevel">Level object dat ons huidig level bevat</param> public void Update(GameTime gameTime, Camera2D camera, Hero hero, List <ICollide> collisionObjects, Background background, Collider collider, ref Level currentLevel) { MediaPlayer.Resume(); KeyboardState keyboardState = Keyboard.GetState(); screenManager.MakeMouseVisible(false); foreach (ButtonNextLevel nextLevelButton in collisionObjects.OfType <ButtonNextLevel>()) { if (hero.CollisionRectangle.Intersects(nextLevelButton.CollisionRectangle) && hero.Velocity.Y > 5) { loadNextLevel = true; } } if (keyboardState.IsKeyDown(Keys.Escape) && escapeReleased) { escapeReleased = false; MediaPlayer.Pause(); screenManager.SetState(screenManager.GetPauseScreen()); } if (keyboardState.IsKeyUp(Keys.Escape)) { escapeReleased = true; } camera.Follow(hero); background.Update(hero.Position.X); hero.Update(gameTime, collisionObjects, collider); currentLevel.Update(gameTime, collisionObjects, collider); if (hero.AmountOfLives < 0 && hero.currentAnimation.CurrentFrame == hero.deathAnimation.frames[hero.deathAnimation.frames.Count - 1]) { screenManager.SetState(screenManager.GetGameOverScreen()); } if (loadNextLevel) { MediaPlayer.Pause(); loadNextLevel = false; if (currentLevel is Level1) { screenManager.SetState(screenManager.GetNextLevel1Screen()); } else { screenManager.SetState(screenManager.GetNextLevel2Screen()); } } }
public override void Update(GameTime gameTime, Input input) { if (input.KeyboardStatus.IsKeyJustPressed(Keys.Escape)) { _isPaused = !_isPaused; } if (!_isPaused && !_isGameOver) { Background.Update(gameTime); World.Update(gameTime, input); HUD.Update(gameTime, input); } else { PauseMenu.Update(gameTime, input); } }
/// <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 (eventOperator.GameState == EventOperator.GAME_STATE && eventOperator.NewGameState == EventOperator.GAME_STATE) { UpdateGame(gameTime, false); playerUI.Update(gameTime, gameController.Player); } else { eventOperator.Update(gameTime); } Particles.Update(gameTime); CheckGameStatus(gameTime); InputHandler.UpdatePreviousState(); Camera.Update(gameTime); base.Update(gameTime); background.Update(gameTime); }
public void update(GameTime gameTime, SpriteBatch spriteBatch, ref bool isSelectLevelPressed) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { game1Ref.PopInGameMenu_ = true; } if (!game1Ref.PopInGameMenu_) { if (LVLClicked) { game1Ref.gameManager_.Update(gameTime, spriteBatch); //also reset game status just in case //game1Ref.gameManager_.resetGame(); } else { spriteBatch.Begin(); gameBackground.Update(gameTime); foreach (var component in components) { component.Draw(gameTime, spriteBatch); component.Update(gameTime); } spriteBatch.End(); } } else { inGameMenu_.Update(gameTime, spriteBatch); } if (game1Ref.QuitToMain_) { Console.WriteLine("quitting"); LVLClicked = false; isSelectLevelPressed = false; } }
/// <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(); } // TODO: Add your update logic here if (Player.isActive) { player.Update(gameTime); floor.Update(gameTime); blocks.Update(gameTime); collisions.TestCollisions(blocks); background.Update(gameTime); goblinList.Update(gameTime); } scoreboard.Update(gameTime); base.Update(gameTime); }
public override void Update(GameTime gameTime, SpriteBatch spriteBatch) { //Console.WriteLine("Menu State"); gameBackground.Update(gameTime); //if instructions button is pressed then update if (isInstructionsPressed) { gamemenuoptions.updatesInstructions(gameTime, ref isInstructionsPressed); } else if (isSelectLevelPressed)//if select Level button is pressed then update { levelSelector.update(gameTime, spriteBatch, ref isSelectLevelPressed); } else { foreach (var component in components) { component.Update(gameTime); } } }
public void Update(Time Elapsed) { fpsCounter.Update(Elapsed); input.Update(Elapsed); musicPlayer.Update(Elapsed); background.Update(Elapsed); if (currentScreen != null) { currentScreen.Update(Elapsed); } if (Keyboard.IsKeyPressed(Keyboard.Key.Escape)) { currentScreen.DeActivate(); currentScreen = mainScreen; currentScreen.Activate(); } Console.Title = "fps: " + fpsCounter.FPS; }
public void Update(GameTime gameTime) { KeyboardState = Keyboard.GetState(); if (_previousKeyboardState == null) { _previousKeyboardState = KeyboardState; } if (KeyboardState.IsKeyDown(Keys.Escape) && !_previousKeyboardState.IsKeyDown(Keys.Escape) && MenuActive == true && !SceneIsMenu) { MenuActive = false; Menu.End(); } else if (KeyboardState.IsKeyDown(Keys.Escape) && !_previousKeyboardState.IsKeyDown(Keys.Escape) && MenuActive == false && !SceneIsMenu) { MenuActive = true; } if (!MenuActive || SceneIsMenu) { Camera.X += 4; UpdateEntities(gameTime); } if (MenuActive || SceneIsMenu) { UpdateMenu(); } UpdatePhysics(); if (Background != null) { Background.Update(); } _previousKeyboardState = KeyboardState; }
public override void Update(GameTime gameTime) { if (Enabled) { if (!_initated) { Initialize(); } //user input management if (_player.getBoundToCheckCollision().X > 200) { _stageFinished = true; } if (_stageFinished) { if (_stage != MAX_STAGE - 1) { loadStage(); } } KeyboardState ks = Keyboard.GetState(); MoveDirection tempDirection = MoveDirection.None; if (ks.IsKeyUp(Keys.Right) && oldKey.IsKeyDown(Keys.Right)) { tempDirection = MoveDirection.Right; } else if (ks.IsKeyDown(Keys.Right)) { tempDirection = MoveDirection.RunningRight; } if (ks.IsKeyUp(Keys.Left) && oldKey.IsKeyDown(Keys.Left)) { tempDirection = MoveDirection.Left; } else if (ks.IsKeyDown(Keys.Left)) { tempDirection = MoveDirection.RunningLeft; } if (ks.IsKeyDown(Keys.Space)) { // to shoot } if (ks.IsKeyUp(Keys.Up) && oldKey.IsKeyDown(Keys.Up)) { _player.stopJump(); } else if (ks.IsKeyDown(Keys.Up)) { _player.jump(); } _player.Update(tempDirection, _positionManager.getPosition(tempDirection)); if (_player.Beinghit) { tempDirection = MoveDirection.Down; } oldKey = ks; //Only when stage 1 if (_stage == 0) { generateScrollingEnemy(); } _collisionManager.checkAllCollision(); _status.Update(); UpdateList(_enemies); UpdateList(_items); UpdateList(_bullets); scrolling1.Update(-1); scrolling2.Update(-1); base.Update(gameTime); } }