/// <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(); } if (scrolling1.rectangle.Y + scrolling1.texture.Height <= 100) { scrolling1.rectangle.Y += 1500; } if (scrolling2.rectangle.Y + scrolling2.texture.Height <= 100) { scrolling2.rectangle.Y += 1500; } if (scrolling3.rectangle.Y + scrolling3.texture.Height <= 100) { scrolling3.rectangle.Y += 1500; } sanic.Update(gameTime); scrolling1.Update(); scrolling2.Update(); scrolling3.Update(); gameState.Update(gameTime); base.Update(gameTime); }
public override void Update(GameTime gameTime) { anmiationList.animationTick(); prevKeyState = keyState; keyState = Keyboard.GetState(); if (keyState.IsKeyDown(Keys.Space) && !prevKeyState.IsKeyDown(Keys.Space)) { gameStateManager.setLevel(1); } if (keyState.IsKeyDown(Keys.H) && !prevKeyState.IsKeyDown(Keys.H)) { back1 = new ImageBackground(texBack1, Color.White, graphicsDevice); for (int i = 0; i < anmiationList.count(); i++) { Sprite3 s = anmiationList.getSprite(i); if (s == null) { continue; } if (!s.active) { continue; } if (!s.visible) { continue; } s.setActive(false); } } if (keyState.IsKeyDown(Keys.M) && !prevKeyState.IsKeyDown(Keys.M)) { back1 = new ImageBackground(texBack, Color.White, graphicsDevice); for (int i = 0; i < anmiationList.count(); i++) { Sprite3 s = anmiationList.getSprite(i); if (s == null) { continue; } // if (!s.active) continue; // if (!s.visible) continue; s.setActive(true); } } 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; } scrolling1.Update(); scrolling2.Update(); }
public override void Update(GameTime gameTime) { prevKeyState = keyState; keyState = Keyboard.GetState(); if (keyState.IsKeyDown(Keys.Space) && !prevKeyState.IsKeyDown(Keys.Space)) { gameStateManager.setLevel(1); } 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; } scrolling1.Update(); scrolling2.Update(); }
public override void Update(GameTime gameTime) { ticks++; //load animation //anmiation1.animationTick(); dragonList.animationTick(); 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; } scrolling1.Update(); scrolling2.Update(); for (int i = 0; i < dragonList.count(); i++) { Sprite3 s = dragonList.getSprite(i); if (s == null) { continue; } if (!s.active) { continue; } if (!s.visible) { continue; } if (ball.getBoundingBoxAA().Intersects(s.getBoundingBoxAA())) { baz.Play(); s.setActive(false); scoure++; ball.setDeltaSpeed(ball.getDeltaSpeed() * new Vector2(1, -1)); setSys5(); p.Update(gameTime); } } if (k.IsKeyDown(Keys.B) && prevK.IsKeyUp(Keys.B)) // *** { showbb = !showbb; } k = Keyboard.GetState(); if (k.IsKeyDown(Keys.Right)) { if (paddle.getPosX() < rhs - texpaddle.Width) { paddle.setPosX(paddle.getPosX() + paddleSpeed); } } if (k.IsKeyDown(Keys.Left)) { if (paddle.getPosX() > lhs) { paddle.setPosX(paddle.getPosX() - paddleSpeed); } } if (ballStuck) { ball.setPos(paddle.getPos() + ballOffset); } //if (ballStuck) //{ // ball.setPos(paddle.getPos() + ballOffset); // if (k.IsKeyDown(Keys.Space) && prevK.IsKeyUp(Keys.Space)) // { // ballStuck = false; // ball.setDeltaSpeed(new Vector2(1, -3)); // } //} else { // move ball ball.savePosition(); ball.moveByDeltaXY(); } if (ballStuck) { ball.setPos(paddle.getPos() + ballOffset); if (k.IsKeyDown(Keys.Space) && prevK.IsKeyUp(Keys.Space)) { ballStuck = false; ball.setDeltaSpeed(new Vector2(2, -3)); } } else { // move ball ball.savePosition(); ball.moveByDeltaXY(); Rectangle ballbb = ball.getBoundingBoxAA(); if (ballbb.X + ballbb.Width > rhs) { ball.setDeltaSpeed(ball.getDeltaSpeed() * new Vector2(-1, 1)); } if (ballbb.X < lhs) { ball.setDeltaSpeed(ball.getDeltaSpeed() * new Vector2(-1, 1)); } if (ballbb.Y < top) { ball.setDeltaSpeed(ball.getDeltaSpeed() * new Vector2(1, -1)); } //pedal intersects if (ballbb.Intersects(paddle.getBoundingBoxAA())) { ball.setDeltaSpeed(ball.getDeltaSpeed() * new Vector2(1, -1)); } } if (k.IsKeyDown(Keys.P)) { gameStateManager.setLevel(0); } if (k.IsKeyDown(Keys.M)) { gameStateManager.setLevel(0); ball.setPos(xx, yy); paddle.setPos(xx, bot - texpaddle.Height); scoure = 0; //ball.setDeltaSpeed(new Vector2(0,0)); for (int i = 0; i < dragonList.count(); i++) { Sprite3 s = dragonList.getSprite(i); s.setActive(true); } } if (ball.getPosY() > bot) { gameStateManager.setLevel(5); ball.setPos(xx, yy); paddle.setPos(xx, bot - texpaddle.Height); scoure = 0; //ball.setDeltaSpeed(new Vector2(0,0)); for (int i = 0; i < dragonList.count(); i++) { Sprite3 s = dragonList.getSprite(i); s.setActive(true); // p.Update(gameTime); } } // next leve condition if (scoure >= 15) { gameStateManager.setLevel(0); limSound.playSound(); } ballPos = new Vector2(ball.getPosX(), ball.getPosY()); if (p != null) { p.Update(gameTime); } base.Update(gameTime); }
protected override void Update(GameTime gameTime) { // For Mobile devices, this logic will close the Game when the Back button is pressed if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) { Exit(); } KeyboardState keyboard = Keyboard.GetState(); if (keyboard.IsKeyDown(Keys.Escape)) { this.Exit(); } if (keyboard.IsKeyDown(Keys.W)) { player.Position.Y -= 5; } if (keyboard.IsKeyDown(Keys.S)) { player.Position.Y += 5; } if (keyboard.IsKeyDown(Keys.D)) { player.Position.X += 5; } if (keyboard.IsKeyDown(Keys.A)) { player.Position.X -= 5; } if (keyboard.IsKeyDown(Keys.Up)) { player.Position.Y -= 5; } if (keyboard.IsKeyDown(Keys.Down)) { player.Position.Y += 5; } if (keyboard.IsKeyDown(Keys.Right)) { player.Position.X += 5; } if (keyboard.IsKeyDown(Keys.Left)) { player.Position.X -= 5; } if (aleatorio.NextDouble() < probabilidadEnemigo) { float y = (float)aleatorio.NextDouble() * Window.ClientBounds.Width; posicionesEnemigo.Add(new Vector2(500, y)); } if (scrolling1.rectang.X + scrolling1.texture.Width <= 0) { scrolling1.rectang.X = scrolling2.rectang.X + scrolling2.texture.Width; } if (scrolling2.rectang.X + scrolling2.texture.Width <= 0) { scrolling2.rectang.X = scrolling1.rectang.X + scrolling1.texture.Width; } scrolling1.Update(); scrolling2.Update(); //nivel2 if (scroll1.rectang.X + scroll1.texture.Width <= 0) { scroll1.rectang.X = scroll2.rectang.X + scroll2.texture.Width; } if (scroll2.rectang.X + scroll2.texture.Width <= 0) { scroll2.rectang.X = scroll1.rectang.X + scroll1.texture.Width; } scroll1.Update(); scroll2.Update(); //nivel3 if (level3a.rectang.X + level3a.texture.Width <= 0) { level3a.rectang.X = level3b.rectang.X + level3b.texture.Width; } if (level3b.rectang.X + level3b.texture.Width <= 0) { level3b.rectang.X = level3a.rectang.X + level3a.texture.Width; } level3a.Update(); level3b.Update(); //nivel4 if (level4a.rectang.X + level4a.texture.Width <= 0) { level4a.rectang.X = level4b.rectang.X + level4b.texture.Width; } if (level4b.rectang.X + level4b.texture.Width <= 0) { level4b.rectang.X = level4a.rectang.X + level4a.texture.Width; } level4a.Update(); level4b.Update(); //player.Position; if (Keyboard.GetState().IsKeyDown(Keys.Space) && pastkey.IsKeyUp(Keys.Space)) { shoot(); } pastkey = Keyboard.GetState(); UpdateBullets(); player.Update(gameTime); base.Update(gameTime); switch (level) { case 0: if (puntos == 1000) { level = 1; enemigo = Content.Load <Texture2D> ("Graficos/enemigo2"); probabilidadEnemigo = 0.05; } break; case 1: if (puntos == 2000) { level = 2; enemigo = Content.Load <Texture2D> ("Graficos/Enemigo3"); probabilidadEnemigo = 0.07; } break; case 2: if (puntos == 4000) { level = 3; enemigo = Content.Load <Texture2D> ("Graficos/enemy"); probabilidadEnemigo = 0.09; } break; case 3: break; } }
public MenuState.GameState Update() { if (scroll1.Rect.Right <= 2) { scroll1.Rect = new Rectangle(graphicsDevice.PreferredBackBufferWidth, 0, graphicsDevice.PreferredBackBufferWidth, graphicsDevice.PreferredBackBufferHeight); } else { scroll1.Update(); } if (scroll2.Rect.Right <= 2) { scroll2.Rect = new Rectangle(graphicsDevice.PreferredBackBufferWidth, 0, graphicsDevice.PreferredBackBufferWidth, graphicsDevice.PreferredBackBufferHeight); } else { scroll2.Update(); } state = Keyboard.GetState(); foreach (MenuObject obj in objects) { if (obj.Rectangle.Intersects(SelecRect)) { obj.Selected = true; } else { obj.Selected = false; } obj.Update(); } if (state.IsKeyDown(Keys.Down) && oldstate != state && CanChange) { SelecRect.Y += (int)size.Y; select.Play(); CanChange = false; } if (state.IsKeyDown(Keys.Up) && oldstate != state && CanChange) { select.Play(); SelecRect.Y -= (int)size.Y; CanChange = false; } if (SelecRect.Y >= objects[2].Rectangle.Y) { SelecRect.Y = objects[2].Rectangle.Y; } if (SelecRect.Y <= objects[0].Rectangle.Y) { SelecRect.Y = objects[0].Rectangle.Y; } if (objects[0].Rectangle.Intersects(SelecRect) && state.IsKeyDown(Keys.Enter) && oldstate != state && CanChange) { push.Play(); MediaPlayer.Stop(); CanChange = false; return(MenuState.GameState.NewGame); } if (objects[1].Rectangle.Intersects(SelecRect) && state.IsKeyDown(Keys.Enter) && oldstate != state && CanChange) { push.Play(); CanChange = false; return(MenuState.GameState.Options); } if (objects[2].Rectangle.Intersects(SelecRect) && state.IsKeyDown(Keys.Enter)) { back.Play(); return(MenuState.GameState.Exit); } oldstate = state; CanChange = true; return(MenuState.GameState.MainMenu); }
protected override void Update(GameTime gameTime) { if ((Keyboard.GetState().IsKeyDown(Keys.R) || _player.getPuckData2() > 500) && _player.getIsCrashed()) { resetGame(); } //GET TIME AND SCORE //if (!_player.crashed && _player.isMoving) if (!_player.getIsCrashed() && _player.getIsMoving()) { //GET TIME AND SCORE totalTime += (float)gameTime.ElapsedGameTime.TotalSeconds; _player.setScore(_player.getScore() + (float)gameTime.ElapsedGameTime.TotalSeconds * 1000); //UPDATE PLAYER CAMERA updateCamera(); //BACKGROUND if (_player.getIsMoving()) { 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; } scrolling1.Update(); scrolling2.Update(); } //UPDATE OBSTACLE _jumpObstacles1 = ObstacleManagerJ.obstacleUpdate(_jumpObstacles1, _road1, _player, 1, true, world, gameTime, obstaclePassedSound); _jumpObstacles2 = ObstacleManagerJ.obstacleUpdate(_jumpObstacles2, _road2, _player, 2, true, world, gameTime, obstaclePassedSound); _jumpObstacles3 = ObstacleManagerJ.obstacleUpdate(_jumpObstacles3, _road3, _player, 3, true, world, gameTime, obstaclePassedSound); _crouchObstacles1 = ObstacleManagerC.obstacleUpdate(_crouchObstacles1, _road1, _player, 1, false, world, gameTime, obstaclePassedSound); _crouchObstacles2 = ObstacleManagerC.obstacleUpdate(_crouchObstacles2, _road2, _player, 2, false, world, gameTime, obstaclePassedSound); _crouchObstacles3 = ObstacleManagerC.obstacleUpdate(_crouchObstacles3, _road3, _player, 3, false, world, gameTime, obstaclePassedSound); } if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { //display players last position Console.WriteLine("players last position = " + _player.getBody().Position); Console.WriteLine("player passed = " + _player.getIsPassed()); Exit(); } if (Keyboard.GetState().IsKeyDown(Keys.D)) { debuggerSwitch = !debuggerSwitch; } //UPDATE PLAYER _player.Update(gameTime, _road1, _road2, _road3, jumpSound, crouchSound, levelUpSound); //UPDATE ROAD _road1 = RoadManager.MoveRoad(_road1, _player, world); _road2 = RoadManager.MoveRoad(_road2, _player, world); _road3 = RoadManager.MoveRoad(_road3, _player, world); //MESSAGE FOR OBSTACLE PASSED if (_player.getIsPassed() && _player.getPassedTime() + 1f < (float)gameTime.TotalGameTime.TotalSeconds) { _player.setIsPassed(false); } if (_player.getIsCrashed() && !_player.getCrashSoundPlayed()) { crashSound.Play(0.7f, 0f, 0f); _player.setCrashSoundPlayed(true); } //UPDATE WORLD world.Step((float)gameTime.ElapsedGameTime.TotalSeconds); base.Update(gameTime); }