public void Update(GameTime gameTime, Controls _controls) { menuChoosen = false; if(_controls.menuUp() || _controls.menuRight()) { menuItem++; } if (_controls.menuDown() || _controls.menuLeft()) { menuItem--; } if (_controls.pause()) { menuChoosen = true; menuItem = 1; } if (_controls.accept()) { menuChoosen = true; } if (menuItem > 2) menuItem = 1; if (menuItem < 1) menuItem = 2; pauseSprite.Update(gameTime, menuItem); if (menuChoosen) { pauseSprite.IsVisible = false; } }
public void Update(Controls _controls, GameTime gameTime) { animation.Update(gameTime); menuChoosen = false; if (_controls.menuUp()) { menuItem--; } if (_controls.menuDown()) { menuItem++; } if (menuItem > 4) menuItem = 1; if (menuItem < 1) menuItem = 4; if (_controls.accept()) menuChoosen = true; }
public void Update(Controls playerController, GameTime gameTime) { //added by chad if (savingState != SavingState.NotSaving) { UpdateSave(); } if (handleTimer) { if (timer > 0) timer--; else { step += 1; handleTimer = false; } if (step > 5) step = 5; } else { if (step == 1) { liveHandle = true; if (liquidHeight < (((livePercent / 100f) * 420f))) { liquidHeight += 1.0f; } else { handleTimer = true; collectiblesHandle = true; timer = 60; } } if (step == 2) { if (liquidHeight < (((livePercent / 100f) * 420f) + ((collectiblesPercent / 100f) * 420f))) { liquidHeight += 1.0f; } else { handleTimer = true; scoreHandle = true; timer = 60; } } if (step == 3) { if (liquidHeight < (((livePercent / 100f) * 420f) + ((collectiblesPercent / 100f) * 420f) + ((scorePercent / 100f) * 420f))) { liquidHeight += 1.0f; } else { handleTimer = true; killsHandle = true; timer = 60; } } if (step == 4) { if (liquidHeight < (((livePercent / 100f) * 420f) + ((collectiblesPercent / 100f) * 420f) + ((scorePercent / 100f) * 420f) + ((killPercent / 100f) * 420f))) { liquidHeight += 1.0f; } else { handleTimer = true; timeHandle = true; timer = 60; } } if (step == 5 && lives > 0) { if (liquidHeight < (((livePercent / 100f) * 420f) + ((collectiblesPercent / 100f) * 420f) + ((scorePercent / 100f) * 420f) + ((killPercent / 100f) * 420f) + ((timePercent / 100f) * 420f))) { liquidHeight += 1.0f; } else if (newHighScoreHandle) highScoreHandle = true; } } totalPercent = Math.Round((liquidHeight / 420f) * 100f) + ""; if (liveHandle) liveScoreboard.Update(true); if (collectiblesHandle) collectiblesScoreboard.Update(); if (scoreHandle) scoreScoreboard.Update(); if (killsHandle) killScoreboard.Update(); if (timeHandle) timeScoreboard.Update(); if (highScoreHandle) if(lives == 0) newHighScore.Update(true, true, true); else newHighScore.Update(true, true); if (playerController.accept() && errorFreeSave) if (lives == 0) sameLevel = true; else nextLevel = true; updatePercent = ((liquidHeight*100f) / 420f); if (updateHealth < updatePercent && updateHealth <= livePercent) updateHealth += 0.42f; else if (updateCollectible < updatePercent - livePercent && updateCollectible < collectiblesPercent) updateCollectible += 0.42f; else if (updateScore < updatePercent - livePercent - collectiblesPercent && updateScore < scorePercent) updateScore += 0.42f; else if (updateKill < updatePercent - livePercent - collectiblesPercent - scorePercent && updateKill < killPercent) updateKill += 0.42f; else if (updateTime < updatePercent - livePercent - collectiblesPercent - scorePercent - killPercent && updateTime <= timePercent) updateTime += 0.42f; bubbles.position = new Vector2(230 + (bubbles.animationManager.Width / 2f), (liquidHeight * -1) + 500f + (bubbles.animationManager.Height / 2f)); bubbles.Update(gameTime); }
public void Update(Controls key) { if(!dataLoaded) LoadFromDevice(); level0Percent = Convert.ToInt32(loadData.saveLevel0); level1Percent = Convert.ToInt32(loadData.saveLevel1); level2Percent = Convert.ToInt32(loadData.saveLevel2); level3Percent = Convert.ToInt32(loadData.saveLevel3); level4Percent = Convert.ToInt32(loadData.saveLevel4); level5Percent = Convert.ToInt32(loadData.saveLevel5); level6Percent = Convert.ToInt32(loadData.saveLevel6); level7Percent = Convert.ToInt32(loadData.saveLevel7); playedLevel0 = Convert.ToInt32(loadData.level0Played); averageLevel0 = Convert.ToUInt32(loadData.level0Average); playedLevel1 = Convert.ToInt32(loadData.level1Played); averageLevel1 = Convert.ToUInt32(loadData.level1Average); playedLevel2 = Convert.ToInt32(loadData.level2Played); averageLevel2 = Convert.ToUInt32(loadData.level2Average); playedLevel3 = Convert.ToInt32(loadData.level3Played); averageLevel3 = Convert.ToUInt32(loadData.level3Average); playedLevel4 = Convert.ToInt32(loadData.level4Played); averageLevel4 = Convert.ToUInt32(loadData.level4Average); playedLevel5 = Convert.ToInt32(loadData.level5Played); averageLevel5 = Convert.ToUInt32(loadData.level5Average); playedLevel6 = Convert.ToInt32(loadData.level6Played); averageLevel6 = Convert.ToUInt32(loadData.level6Average); playedLevel7 = Convert.ToInt32(loadData.level7Played); averageLevel7 = Convert.ToUInt32(loadData.level7Average); level0Fastest = Convert.ToInt32(loadData.level0Fastest); level1Fastest = Convert.ToInt32(loadData.level1Fastest); level2Fastest = Convert.ToInt32(loadData.level2Fastest); level3Fastest = Convert.ToInt32(loadData.level3Fastest); level4Fastest = Convert.ToInt32(loadData.level4Fastest); level5Fastest = Convert.ToInt32(loadData.level5Fastest); level6Fastest = Convert.ToInt32(loadData.level6Fastest); level7Fastest = Convert.ToInt32(loadData.level7Fastest); if (key.moveLeft() && timer == 0) { if (selected > 0) selected--; timer = 30; } if (key.moveRight() && timer == 0) { if (selected < 7) selected++; timer = 30; } level0Size = minScale; level1Size = minScale; level2Size = minScale; level3Size = minScale; level4Size = minScale; level5Size = minScale; level6Size = minScale; level7Size = minScale; level0Pos = new Vector2(2000, 0); level1Pos = new Vector2(2000, 0); level2Pos = new Vector2(2000, 0); level3Pos = new Vector2(2000, 0); level4Pos = new Vector2(2000, 0); level5Pos = new Vector2(2000, 0); level6Pos = new Vector2(2000, 0); level7Pos = new Vector2(2000, 0); switch (selected) { case 0: { level0Size = maxScale; level0Pos = new Vector2(0, 0); level1Pos = new Vector2(410, 76); } break; case 1: { level1Size = maxScale; level0Pos = new Vector2(-210, 76); level1Pos = new Vector2(0, 0); level2Pos = new Vector2(410, 76); } break; case 2: { level2Size = maxScale; level1Pos = new Vector2(-210, 76); level2Pos = new Vector2(0, 0); level3Pos = new Vector2(410, 76); } break; case 3: { level3Size = maxScale; level2Pos = new Vector2(-210, 76); level3Pos = new Vector2(0, 0); level4Pos = new Vector2(410, 76); } break; case 4: { level4Size = maxScale; level3Pos = new Vector2(-210, 76); level4Pos = new Vector2(0, 0); level5Pos = new Vector2(410, 76); } break; case 5: { level5Size = maxScale; level4Pos = new Vector2(-210, 76); level5Pos = new Vector2(0, 0); level6Pos = new Vector2(410, 76); } break; case 6: { level6Size = maxScale; level5Pos = new Vector2(-210, 76); level6Pos = new Vector2(0, 0); level7Pos = new Vector2(410, 76); } break; case 7: { level7Size = maxScale; level6Pos = new Vector2(-210, 76); level7Pos = new Vector2(0, 0); } break; default: break; } if (key.accept() && timer == 0) { if (selected == 0) menuChoosen = true; if (selected == 1 && level0Percent > 0) menuChoosen = true; if (selected == 2 && level1Percent > 0) menuChoosen = true; if (selected == 3 && level2Percent > 0) menuChoosen = true; if (selected == 4 && level3Percent > 0) menuChoosen = true; if (selected == 5 && level4Percent > 0) menuChoosen = true; if (selected == 6 && level5Percent > 0) menuChoosen = true; if (selected == 7 && level6Percent > 0) menuChoosen = true; timer = 30; } if (timer > 0) timer--; }