public void UseConsumableItem_2() { IEffect insta = new InstantEffect(EffectTarget.Character, StatType.Health, -40f); Assert.AreEqual(100f, hero.GetStat(StatType.Health).Value); hero.AddEffect(insta); IEffect restoreHealth = new TimeEffect(EffectTarget.Character, StatType.Health, +10f, 3, 1); ConsumableItem potion = new ConsumableItem(99, "Health of Potion", "Get 40hp", restoreHealth); Assert.AreEqual(60f, hero.GetStat(StatType.Health).Value); hero.UseItem(potion); //+10hp/stack x3 Assert.AreEqual(70f, hero.GetStat(StatType.Health).Value); hero.Update(); Assert.AreEqual(80f, hero.GetStat(StatType.Health).Value); hero.Update(); Assert.AreEqual(90f, hero.GetStat(StatType.Health).Value); hero.Update(); Assert.AreEqual(90f, hero.GetStat(StatType.Health).Value); ((TimeEffect)potion.Effect).Refill(); hero.UseItem(potion); Assert.AreEqual(100f, hero.GetStat(StatType.Health).Value); hero.Update(); Assert.AreEqual(100f, hero.GetStat(StatType.Health).Value); hero.Update(); Assert.AreEqual(100f, hero.GetStat(StatType.Health).Value); }
private void intro(GameTime gameTime) { MouseState mouse = Mouse.GetState(); if (!gameStarted) { if (collisionWithEnemy.IsCollision) { btnPlay.isClicked = false; gameStarted = true; collisionWithEnemy.IsCollision = false; } // Player and background update hero.Update(gameTime); foreach (Scrolling scrolling in level.ScrollingLayer) { scrolling.Update(); } } else if (gameStarted) { if (btnPlay.isClicked) { gameStarted = false; } if (btnQuit.isClicked) { Exit(); } btnPlay.Update(mouse); btnQuit.Update(mouse); } }
/// <summary> /// Overrides the LevelFactory method DrawWorld from its super LevelFactory. /// Checks for collisions for the enemies and the hero inside the level. /// </summary> /// <param name="gameTime"></param> /// <param name="hero"></param> /// <param name="content"></param> public override void CheckForCollision(GameTime gameTime, Hero hero, ContentManager content) { hero.Update(gameTime); foreach (Enemies enemy in enemies) { enemy.Update(gameTime); } heroCollisionChecker.CheckCollision(); enemyCollisionChecker.CheckCollision(); for (int i = enemies.Count - 1; i >= 0; i--) { if (enemies[i].Health == 0) { enemies[i].Position.X = -1000; } } foreach (Blok blok in blokArray) { if (blok != null) { if (blok.FinishLine) { Console.WriteLine("This is the end"); Console.WriteLine("-------------------------------------------------------------------------"); Console.WriteLine(""); EndOfLevel(content); } } } }
public virtual void Update() { hero.Update(offset); for (int i = 0; i < spawnPoints.Count; i++) { spawnPoints[i].Update(offset); } for (int i = 0; i < projectiles.Count; i++) { projectiles[i].Update(offset, mobs.ToList <Unit>()); if (projectiles[i].done) { projectiles.RemoveAt(i); i--; } } for (int i = 0; i < mobs.Count; i++) { mobs[i].Update(offset, hero); if (mobs[i].dead) { mobs.RemoveAt(i); i--; } } }
/// <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 hoofdpersonage.Update(gameTime); for (int i = 0; i < collideObjecten.Count; i++) { bool result = false; Rectangle recA = hoofdpersonage.GetCollisionRectangle(); Color[] dataA = hoofdpersonage.GetTextureColorData(); Color[] dataB = collideObjecten[i].GetTextureColorData(); Rectangle recB = collideObjecten[i].GetCollisionRectangle(); result = PixelCollision(recA, dataA, recB, dataB); if (result) { Console.WriteLine("Collide"); } } base.Update(gameTime); }
// Update is called once per frame void Update() { stage.Update(); timer.Increment(); hero.Update(); CheckInput(); UpdateView(); }
public void TimeEffectApplyOnRegenerationStat() { IEffect time = new TimeEffect(EffectTarget.Character, StatType.Health, -10, 3, 1); Assert.AreEqual(100f, hero.GetStat(StatType.Health).Value); hero.AddEffect(time); Assert.AreEqual(90f, hero.GetStat(StatType.Health).Value); //Assert.AreEqual(2, time.Stack); hero.Update(); Assert.AreEqual(80f, hero.GetStat(StatType.Health).Value); //Assert.AreEqual(1, time.Stack); hero.Update(); Assert.AreEqual(70f, hero.GetStat(StatType.Health).Value); //Assert.AreEqual(0, time.Stack); hero.Update(); Assert.AreEqual(70f, hero.GetStat(StatType.Health).Value); //Assert.AreEqual(-1, time.Stack); hero.Update(); Assert.AreEqual(70f, hero.GetStat(StatType.Health).Value); }
public void Update(GameTime gameTime) { foreach (var sprite in m_sprites) { sprite.Update(gameTime, m_sprites); } hero.Update(gameTime); }
public override void Update(GameTime gameTime) { var keyboardState = Keyboard.GetState(); if (keyboardState.IsKeyDown(Keys.Escape)) { Transitioner.To(nameof(MainMenuScreen)); } Hero.Update(keyboardState); }
public void DisplayExample() { var hero = new Hero(); hero.SimulatePressJumpButton(); hero.SimulatePressDuckButton(); while (true) // Simulate game loop { hero.Update(); } }
/// <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(); } eventHandler.Update(); hero.Update(gameTime); base.Update(gameTime); }
public override int Update(float a_fDelta) { eDir eDir = eDir.None; eDir eDirM = eDir.None; Console.SetCursorPosition(30, 40); Console.WriteLine(a_fDelta); if (eKey.Left.IsKeyDown() == true) { eDir = eDir.Left; } else if (eKey.Right.IsKeyDown() == true) { eDir = eDir.Right; } if (eKey.Down.IsKeyDown() == true) { eDir = eDir.Bottom; } else if (eKey.Up.IsKeyDown() == true) { eDir = eDir.Top; } if (eKey.Z.IsKeyDown() == true) { if (user.activeZ == false) { return(0); } foreach (var temp in monsters) { user.ActiveSkill(eSkillType.Fire, temp); } s.Update(user, a_fDelta); } if (eDir != eDir.None) { foreach (var temp in monsters) { eDirM = (eDir)ran.Next(); temp.Move(eDirM); } user.Update(eDir); } return(0); }
protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) { this.Exit(); } InputController.Instance.Update(Keyboard.GetState()); hero.Update(gameTime); camera.Position = hero.position; base.Update(gameTime); }
public override int Update(float a_fDelta) { eDir eDir = eDir.None; if (eKey.Left.IsKeyDown() == true) { eDir = eDir.Left; } else if (eKey.Right.IsKeyDown() == true) { eDir = eDir.Right; } if (eKey.Down.IsKeyDown() == true) { eDir = eDir.Bottom; } else if (eKey.Up.IsKeyDown() == true) { eDir = eDir.Top; } if (eKey.Z.IsKeyDown() == true) { if (user.activeZ == false) { return(0); } foreach (var temp in monsters) { user.ActiveSkill(eSkillType.Fire, temp); } user.ActiveSkill(eSkillType.Fire, Boss); s.Update(user, a_fDelta); } if (eDir != eDir.None) { user.Update(eDir); Define.SaveStatus(user); } if (Boss.bExist == false) { return(2); } return(0); }
public void update_hero_when_hero_added() { var hero = new Hero(); Hero hero = new Hero() { Id = 4, Name = "Dale", Pic = "https://images2.minutemediacdn.com/image/upload/c_crop,h_1180,w_2100,x_0,y_94/f_auto,q_auto,w_1100/v1555001162/shape/mentalfloss/504106-wikipedia.jpg", Power = 3 }; hero.Update(hero); Assert.AreEqual(10, hero.GetHeroes().Power); //update Heroes[Test] }
/// <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()); } } }
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 hero.Update(gameTime); foreach (CollisionTiles tile in lv1.CollisionTiles) { hero.Collision(hero.CollisionRectangle, tile.Rectangle, lv1.Width, lv1.Height); camera.Update(hero.Position, lv1.Width, lv1.Height); } base.Update(gameTime); }
public void Update(GameTime gameTime, GameStateManager gameStateManager) { if (Keyboard.GetState().IsKeyDown(Keys.Escape) || escToggle) { escToggle = true; if (Keyboard.GetState().IsKeyUp(Keys.Escape)) { gameStateManager.SetState(GameStateManager.States.Paused); escToggle = false; } } hero.Update(gameTime); level.Update(gameTime); hud.Update(gameTime); camera.MoveTo(-hero.Position.X); viewMatrix = camera.GetTransform(); MouseReader.Update(gameTime); }
/// <summary> /// Overrides the LevelFactory method DrawWorld from its super LevelFactory. /// Checks for collisions for the hero inside the level. /// </summary> /// <param name="gameTime"></param> /// <param name="hero"></param> /// <param name="content"></param> public override void CheckForCollision(GameTime gameTime, Hero hero, ContentManager content) { hero.Update(gameTime); heroCollisionChecker.CheckCollision(); foreach (Blok blok in blokArray) { if (blok != null) { if (blok.FinishLine) { Console.WriteLine("This is the end"); Console.WriteLine("-------------------------------------------------------------------------"); Console.WriteLine(""); EndOfLevel(content); } } } }
/// <summary> /// Allows the game component to update itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> public override void Update(GameTime gameTime) { if (State == PlayState.Dead) { //Play Dead Music // run dialog } else if (State == PlayState.Playing) { //General Updates Player.Update(gameTime); foreach (Enemy E in EnemyList) { E.Update(gameTime); } foreach (Projectile P in ProjectileList) { P.Update(gameTime); } //Change Game State ? if (Player.HitPoints < 0) { RunDeadState(); } else { this.EnemyUpdate(gameTime); this.ProjectileUpdate(); //Test CoDe, populate random enemies, etc //AddNewEnemy(); } } else if (State == PlayState.Paused) { PausePlay(); } base.Update(gameTime); }
public void Update(float deltaTime) { // Update Hero hero.Update(deltaTime); // Update NPC foreach (NPC n in npcs) { n.Update(deltaTime); } // Update Doors foreach (Fixture f in fixtures) { if (f.GetType() == typeof(Door)) { (f as Door).Update(deltaTime); } } }
public override void Update(GameTime gameTime) { hero.Update(gameTime); collisiondetect.walls = Levels.GetActiveWereld().ActiveRoom.GetCollisions(); Levels.Update(gameTime); hitdetection.update(Levels.GetActiveWereld().ActiveRoom.enemies); //check victory if (Levels.Done()) { _game.ChangeState(new VictoryState(_game, _graphicsDevice, _content, levelnumb)); } else if (hero.status == CharState.death) { // death screen UpdateDeath(gameTime); } }
public void Update(float timeElapsed) { try { _goblins.ToList().ForEach(goblin => { goblin.Update(timeElapsed); enforceNonPenetrationConstraint(goblin); }); } catch (Exception e) { Console.WriteLine("Goblin exception: " + e.Message + " stacktrace: " + e.StackTrace); } try { _hobgoblins.ForEach(hobgoblin => { hobgoblin.Update(timeElapsed); enforceNonPenetrationConstraint(hobgoblin); }); } catch (Exception e) { Console.WriteLine("Hobgoblin exception: " + e.Message + " stacktrace: " + e.StackTrace); } try { _corpses.ForEach(corpse => { corpse.Update(timeElapsed); }); } catch (Exception e) { Console.WriteLine("Corpse exception: " + e.Message + " stacktrace: " + e.StackTrace); } Hero.Update(timeElapsed); }
public void UpdateElements(GameTime gameTime) { myHero.Update(gameTime); IsCollided(myHero); }
public override void Update(GameTime gameTime) { if (levelState == LevelState.Active) { foreach (Gem gem in gems) { gem.Update(gameTime); } int i = 0; Rectangle boundingRect = hero.GetBoundingRect(hero.rect); while (i < gems.Count) { if (gems[i].rect.Intersects(boundingRect)) { gems.RemoveAt(i); Score += 100; sound.Play(); if (gems.Count == 0) { quit.quitPortalSound.Play(); quit.quitSound.Play(); quit.OpenPortal(); } } else { i++; } } enter.Update(gameTime); hero.Update(gameTime); quit.Update(gameTime); shader.Update(gameTime); background.Update(gameTime); try { foreach (AnimatedSprite enemy in enemies) { Rectangle enemyBoundingRect = enemy.GetBoundingRect(enemy.rect); if (enemyBoundingRect.Intersects(boundingRect)) { hero.health -= enemy.power * (float)gameTime.ElapsedGameTime.Ticks / 1000000; if (hero.health <= 0) { Score = 0; CreateLevel(0); } } enemy.Update(gameTime); } } catch (InvalidOperationException) { } /// Keys Event Handler For Level /// Новый уровень if (InputManager.IsKeyPress(Keys.Space)) { CreateLevel(2); } /// Пауза if (InputManager.IsKeyPress(Keys.P)) { oldLevelState = levelState; levelState = LevelState.Paused; } /// Выход в главное меню if (InputManager.IsKeyDown(Keys.Escape)) { oldLevelState = levelState; levelState = LevelState.Paused; Game.Components.Add(new Transition(Game, null, new Menu(Game))); } } else { UpdateActiveUnits(gameTime); } }