Exemplo n.º 1
0
        public override void Update()
        {
            Selected = false;
            if (DmgAnim)
            {
                _dmgFrame += GameCntrl.Time(_dmgAnimSpd);

                if (_dmgFrame >= _dmgMaxFrame)
                {
                    _dmgFrame = 0;
                    DmgAnim   = false;
                }
            }

            if (Waiting)
            {
                if (BuffDialogue.Destroyed)
                {
                    Waiting      = false;
                    BuffDialogue = null;
                }
            }

            Effects.RemoveAll(o => o.Duration <= 0);

            Effects.AddRange(NewEffects);
            NewEffects.Clear();
        }
        public override void Update()
        {
            Position += Dir * (float)GameCntrl.Time(Speed);
            if (CheckCollision(Position + SecondPosition / 2))
            {
                Position -= Dir * (float)GameCntrl.Time(Speed);
                Dir      *= -1;
            }

            var player = Objects.ObjFind <Player>(0);

            if (player != null)
            {
                var center = Position + SecondPosition / 2;

                if (
                    player.LeftPaw.CurrentState != Paw.State.Jumping &&
                    GameMath.RectangleInRectangle(center - Mask / 2, center + Mask / 2, player.LeftPaw.Position, player.LeftPaw.Position) ||
                    player.RightPaw.CurrentState != Paw.State.Jumping &&
                    GameMath.RectangleInRectangle(center - Mask / 2, center + Mask / 2, player.RightPaw.Position, player.RightPaw.Position)
                    )
                {
                    player.Die();
                    //Console.WriteLine("KILLED" + GameCntrl.ElapsedTimeTotal);
                }
            }

            _ang += GameCntrl.Time(3);
            if (_ang > Math.PI * 2)
            {
                _ang -= Math.PI * 2;
            }

            Depth = -(int)Position.Y + 1000;
        }
        public override void Update()
        {
            if (CurrentState == State.Stepping)
            {
                var stepAnglePrev = _stepAngle;
                var posPrev       = Position;

                _stepAngle += GameCntrl.Time(_stepSpd) * Inversion;
                var deg = MathHelper.ToRadians((float)(_startingAngle + _stepAngle));
                Position = Pair.Position + new Vector2((float)Math.Cos(deg), -(float)Math.Sin(deg)) * _startingDistance;
            }

            if (CurrentState == State.Jumping && Z == 0)
            {
                Owner.PawTrail.AddPawprint(Position, (float)Owner.FacingDirection, SpritesDefault.Pawprint);
            }


            Z += (Owner.Z - Z) / ZRubberBand;
            if (CurrentState != State.Jumping && Math.Abs(Owner.Z - Z) < 1)
            {
                Z = 0;
            }

            Depth = -(int)Position.Y;
        }
Exemplo n.º 4
0
        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GameCntrl.UpdateFps(gameTime);
            DrawCntrl.Update(gameTime);

            base.Draw(gameTime);
        }
Exemplo n.º 5
0
 void Awake()
 {
     if (instance == null)
     {
         instance = this;
     }
     //	first.gameObject.SetActive (true);
 }
Exemplo n.º 6
0
    void Awake()
    {
        GameController = GameObject.Find("Main Camera").GetComponent <GameCntrl> ();

        if (gameObject.transform.name == "MainColorObject")
        {
            isMain = true;
        }
    }
Exemplo n.º 7
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            GameCntrl.LoadGraphics(Content);
            Fonts.Load(Content);
            DrawCntrl.Init(GraphicsDevice);

            SoundController.Init(Content);

            GameCntrl.Begin();
        }
Exemplo n.º 8
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)
        {
            if (Input.KeyboardCheckPress(Keys.F4))
            {
                GameCntrl.WindowManager.SetFullScreen(!GameCntrl.WindowManager.IsFullScreen);
            }
            GameCntrl.Update(gameTime);
            AudioMgr.Update();

            base.Update(gameTime);
        }
Exemplo n.º 9
0
 public override void Update()
 {
     for (var i = 0; i < _colors.Length; i += 1)
     {
         _colors[i] += _colorDirections[i] * GameCntrl.Time(_colorChangeCycle);
         if (_colors[i] > 1 || _colors[i] < 0)
         {
             _colors[i]          -= (_colors[i] - (int)(_colors[i])) * 2.0 * _colorDirections[i];
             _colorDirections[i] *= -1;
         }
     }
 }
Exemplo n.º 10
0
        public override void Update()
        {
            base.Update();
            if (_blackscreenActivated)
            {
                _blackscreenAlpha += (float)GameCntrl.Time(_blackscreenSpeed);
            }

            if (Objects.GetList <Dialogue>().Count == 0 && Units.Count == 1 && Units[0] is ArenaPlayer)
            {
                _win = true;
            }

            if (CurrentUnit >= UnitTurnOrderList.Count || UnitTurnOrderList[CurrentUnit].Destroyed)
            {
                //CurrentUnit = 0;
                Units[0].Initiative = true;

                Units[0].ReceiveInitiative();
            }
            //Console.WriteLine(CurrentUnit + " " + UnitTurnOrderList[CurrentUnit].Waiting);
        }
Exemplo n.º 11
0
 public Game1()
 {
     GameCntrl.Init(this);
     Content.RootDirectory = GameCntrl.ContentDir;
 }
Exemplo n.º 12
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)
        {
            GameCntrl.Update(gameTime);

            base.Update(gameTime);
        }
Exemplo n.º 13
0
        public override void Update()
        {
            var player = Objects.ObjFind <Player>(0);

            if (player != null)
            {
                if (GameMath.Distance(Position, player.Position) < 100 && !_active)
                {
                    _active = true;
                    player.ControlsEnabled = false;
                    player.Speaking        = false;
                    player.LinePtr        -= 1;
                    if (player.LinePtr < -1)
                    {
                        player.LinePtr = -1;
                    }
                    Objects.Destroy(player.Bubble);

                    var npcs = Objects.GetList <NPC>();

                    double shortestDist = 1000000000;

                    foreach (NPC npc in npcs)
                    {
                        var d = GameMath.Distance(Position, npc.Position);
                        if (d < shortestDist)
                        {
                            _other       = npc;
                            shortestDist = d;
                        }
                    }
                }
            }

            if (_active && (_bubble == null || _bubble.Destroyed))
            {
                LinePtr += 1;
                if (LinePtr >= Lines.Length / 2)
                {
                    Objects.Destroy(this);
                    player.ControlsEnabled = true;
                    player.Speaking        = true;

                    if (Lines == _villainDialogue)
                    {
                        GameCntrl.ExitGame();
                    }
                }
                else
                {
                    if (Lines[LinePtr * 2] == "me")
                    {
                        _bubble = new SpeechBubble(player, Lines[LinePtr * 2 + 1]);
                    }
                    else
                    {
                        _bubble = new SpeechBubble(_other, Lines[LinePtr * 2 + 1]);
                    }
                }
            }
        }
        public override void Update()
        {
            // Jump.
            if (_chargingJump)
            {
                LeftPaw.StopStep();
                RightPaw.StopStep();

                if (!_jumpChargeReady && !_jumpCharge.Active)
                {
                    _jumpCharge.Set(_jumpChargeTime);
                }

                if (_jumpCharge.Update())
                {
                    _jumpChargeReady = true;
                }
            }
            else
            {
                if (_jumpChargeReady)
                {
                    Zspd = 320;
                }
                _jumpChargeReady = false;
                _jumpCharge.Reset();
            }
            // Jump.


            PawTrail.Update();


            FacingDirection = GameMath.Direction(RightPaw.Position, LeftPaw.Position) + 90;
            if (FacingDirection >= 360)
            {
                FacingDirection -= 360;
            }

            Move((LeftPaw.Position + RightPaw.Position) / 2f);
            Depth = -(int)Position.Y;


            Zspd -= (float)GameCntrl.Time(Gravity);
            Z    += (float)GameCntrl.Time(Zspd);
            if (Z < 0)
            {
                Z    = 0;
                Zspd = 0;
            }

            if (Z > 0)
            {
                LeftPaw.CurrentState  = Paw.State.Jumping;
                RightPaw.CurrentState = Paw.State.Jumping;
            }
            else
            {
                if (LeftPaw.CurrentState == Paw.State.Jumping)
                {
                    LeftPaw.CurrentState = Paw.State.Resting;
                }
                if (RightPaw.CurrentState == Paw.State.Jumping)
                {
                    RightPaw.CurrentState = Paw.State.Resting;
                }
            }

            if (_jumpCharge.Active || _jumpChargeReady)
            {
                _jumpChargeZ = -(float)Math.Sqrt(1 - _jumpCharge.Counter / _jumpChargeTime) * _jumpChargeZMax;
            }
            else
            {
                _jumpChargeZ = _jumpChargeZ / 2f;
            }
        }
Exemplo n.º 15
0
        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GameCntrl.Draw(gameTime);

            base.Draw(gameTime);
        }
        public override void Update()
        {
            if (_typeAlarm.Update())
            {
                TextPtr += 1;

                try
                {
                    if (Text[TextPtr] == ' ')
                    {
                        TextPtr += 1;
                    }

                    if (Text[TextPtr] == Environment.NewLine[0])
                    {
                        TextPtr += Environment.NewLine.Length;
                    }

                    if (TextPtr >= Text.Length)
                    {
                        throw new Exception();
                    }
                }
                catch (Exception)
                {
                    _typeAlarm.Active = false;
                    TextPtr           = Text.Length - 1;
                    _delayAlarm.Set(1 + Text.Length * 0.1);
                }
            }

            var str = "";

            if (!_dead)
            {
                str = Text.Substring(0, TextPtr + 1);
            }

            _targetTextSize = _font.MeasureString(str);

            _textSize.X += (float)GameCntrl.Time((_targetTextSize.X - _textSize.X) / _textRubberBand);
            _textSize.Y += (float)GameCntrl.Time((_targetTextSize.Y - _textSize.Y) / _textRubberBand);

            _targetPos = Test.RoundVector2(Owner.Position + MainOffset);

            _pos.X += (float)GameCntrl.Time((_targetPos.X - _pos.X) / _posRubberBand);
            _pos.Y += (float)GameCntrl.Time((_targetPos.Y - _pos.Y) / _posRubberBand);

            if ((_targetPos - _pos).Length() > _maxBubbleDist)
            {
                var e = _targetPos - _pos;
                e.Normalize();
                _pos = _targetPos + e * _maxBubbleDist;
            }


            if (_delayAlarm.Update())
            {
                //Objects.Destroy(this);
                _dead           = true;
                _textRubberBand = 2f / 60f;
            }

            if (_dead && _textSize.X < 4 && _textSize.Y < 4)
            {
                Objects.Destroy(this);
            }

            var phaseAdd = GameCntrl.Time(_wiggleysSpd);

            for (var i = 0; i < _wiggleys.Length; i += 1)
            {
                _wiggleysPhase[i] += phaseAdd;
                if (_wiggleysPhase[i] > Math.PI * 2)
                {
                    _wiggleysPhase[i] -= Math.PI * 2;
                }

                _wiggleys[i] = new Vector2(
                    (float)Math.Cos(_wiggleysPhase[i]),
                    (float)Math.Sin(_wiggleysPhase[i])
                    ) * _wiggleysR;
            }
        }
        public override void Update()
        {
            PawTrail.Update();

            if (CurrentState == State.Patroling)
            {
                if (GameMath.Distance(Position, _patrolPoints[_currentPointIndex]) < 8)
                {
                    _currentPointIndex += 1;
                    if (_currentPointIndex == _patrolPoints.Count)
                    {
                        _currentPointIndex = 0;
                    }
                }

                var vec = _patrolPoints[_currentPointIndex] - Position;
                vec.Normalize();

                Position += vec * (float)GameCntrl.Time(_speed);

                if (_pawprint.Update())
                {
                    var normVec = new Vector2(vec.Y * _inverse, -vec.X * _inverse) * _stepWidth;
                    PawTrail.AddPawprint(Position + normVec, (float)GameMath.Direction(vec), SpritesDefault.EnemyPaw);
                    _inverse *= -1;
                }

                // Checking for player's trail.
                var player = Objects.ObjFind <Player>(0);

                if (player != null)
                {
                    foreach (Pawprint myPawprint in PawTrail.Pawprints)
                    {
                        foreach (Pawprint playersPawprint in player.PawTrail.Pawprints)
                        {
                            if (!playersPawprint.Destroyed && GameMath.Distance(myPawprint.Position, playersPawprint.Position) < _detectionRadius)
                            {
                                _tracedPawprint = playersPawprint;
                                CurrentState    = State.Alarmed;
                                _pursuingDelayAlarm.Set(_pursuingDelay);
                                break;
                            }
                        }
                        if (_tracedPawprint != null)
                        {
                            break;
                        }
                    }
                }
                // Checking for player's trail.
            }

            if (CurrentState == State.Alarmed)
            {
                if (_pursuingDelayAlarm.Update())
                {
                    if (!_tracedPawprint.Destroyed)
                    {
                        CurrentState = State.Pursuing;
                        _origPos     = Position;
                        Position     = _tracedPawprint.Position;
                    }
                    else
                    {
                        _tracedPawprint = null;
                        CurrentState    = State.Patroling;
                    }
                }
            }

            if (CurrentState == State.Pursuing)
            {
                if (_pursuingAlarm.Update())
                {
                    var player = Objects.ObjFind <Player>(0);

                    var lostTrail = false;

                    if (player != null)
                    {
                        var id = player.PawTrail.Pawprints.IndexOf(_tracedPawprint);
                        if (id == -1 || id == 0)
                        {
                            lostTrail = true;
                        }
                        else
                        {
                            id -= 1;
                            _tracedPawprint = player.PawTrail.Pawprints[id];
                            Position        = _tracedPawprint.Position;
                            if (_tracedPawprint.Destroyed)
                            {
                                lostTrail = true;
                            }
                        }
                    }
                    else
                    {
                        lostTrail = true;
                    }

                    if (lostTrail)
                    {
                        _tracedPawprint = null;
                        CurrentState    = State.Patroling;
                    }

                    int x = (int)player.Position.X / Scene.CellSize;
                    int y = (int)player.Position.Y / Scene.CellSize;

                    if (Test.CurrentScene.TileMap[x, y] != 2 && GameMath.Distance(Position, player.Position) < _detectionRadius * 2)
                    {
                        player.Die();

                        Position     = _origPos;
                        CurrentState = State.Resting;
                        _restingAlarm.Set(_restingTime);
                    }
                }
            }

            if (CurrentState == State.Resting)
            {
                if (_restingAlarm.Update())
                {
                    CurrentState = State.Patroling;
                }
            }
        }