Update() public method

public Update ( ) : void
return void
Exemplo n.º 1
0
        public void Updata(float DeltaTime)
        {
            foreach (Enemy Monster in ManegerMonster)
            {
                Monster.Update(DeltaTime);
            }
            for (int i = 0; i < cout; i++)
            {
                for (int j = i + 1; j < cout; j++)
                {
                    bool a = col.Intersect(ManegerMonster[i].BOX2D, ManegerMonster[j].BOX2D);
                    if (a == true)
                    {
                        ManegerMonster[j].CheckCollision(a, DeltaTime);
                        ManegerMonster[i].CheckCollision(a, DeltaTime);
                    }
                }
            }
            if (cout < 5)
            {
                UpdateGate(DeltaTime);
            }
            if (a > 20)
            {
                ManegerMonster.RemoveAt(0);
                cout--;
                a = 0;
            }

            a += 1 * DeltaTime;
        }
Exemplo n.º 2
0
        //Monster

        // Add monster to mock datastore
        public async Task <bool> AddAsync_Monster(Monster data)
        {
            // Update the monster data
            data.Update(data);

            // Add to dataset
            _monsterDataset.Add(data);

            return(await Task.FromResult(true));
        }
Exemplo n.º 3
0
        /// <summary>
        /// Update
        /// </summary>
        /// <param name="time"></param>
        public void Update(GameTime time)
        {
            // Count the number of monster
            MonsterCount = 0;
            if (Monsters[0] != null)
            {
                MonsterCount++;
            }
            if (Monsters[1] != null)
            {
                MonsterCount++;
            }
            if (Monsters[2] != null)
            {
                MonsterCount++;
            }
            if (Monsters[3] != null)
            {
                MonsterCount++;
            }


            // Update monsters
            if (MonsterCount > 0)
            {
                for (int i = 0; i < 4; i++)
                {
                    Monster monster = Monsters[i];
                    if (monster == null)
                    {
                        continue;
                    }


                    // Monster is dead
                    if (monster.IsDead)
                    {
                        monster.OnDeath();
                        Monsters[i] = null;
                    }
                    else
                    {
                        monster.Update(time);
                    }
                }
            }

            // Actor
            if (Actor != null)
            {
                Actor.Update(time);
            }
        }
        public void Model_Monster_Update_With_Bogus_Data_Should_Skip()
        {
            var myDataDefault = DefaultModels.MonsterDefault();
            var myData        = new Monster();

            myData.Name = "Original Name";

            myData.Update(null);

            var Expected = "Original Name";
            var Actual   = myData.Name;

            Assert.AreEqual(Expected, Actual, TestContext.CurrentContext.Test.Name);
        }
Exemplo n.º 5
0
        // Convert monster to BaseMonster and Add it to the SQL database
        public async Task <bool> AddAsync_Monster(Monster data)
        {
            // Update Monster Data
            data.Update(data);

            // Convert Monster to BaseMonster
            var castData = new BaseMonster(data);

            // Add Monster to DB
            var result = await App.Database.InsertAsync(castData);

            // If insertion was successful, return true;
            if (result == 1)
            {
                return(true);
            }
            return(false);
        }
Exemplo n.º 6
0
        // Convert the Monster to BaseMonster and update it in the SQL database
        public async Task <bool> UpdateAsync_Monster(Monster data)
        {
            // Update Monster Data
            data.Update(data);

            // Convert Monster data to BaseMonster data
            var castData = new BaseMonster(data);

            // Update BaseMonster data in DB
            var result = await App.Database.UpdateAsync(castData);

            // If update was successful, return true
            if (result == 1)
            {
                return(true);
            }

            return(false);
        }
        public void Model_Monster_Update_With_Valid_Data_Should_Pass()
        {
            var myDataDefault = DefaultModels.MonsterDefault();
            var myData        = new Monster();

            myData.Update(myDataDefault);

            // Validate the new Monster has the expected fields.
            // All fields should match.

            // The attirbute string is what is unique about creating from BaseMonster, and should be passed down...
            //Assert.AreEqual(myData.ExperienceRemaining, myDataDefault.ExperienceRemaining, "ExperienceRemaining " + TestContext.CurrentContext.Test.Name);
            //Assert.AreEqual(myData.UniqueItem, myDataDefault.UniqueItem, "UniqueItem " + TestContext.CurrentContext.Test.Name);

            Assert.AreEqual(myData.Alive, myDataDefault.Alive, "Alive " + TestContext.CurrentContext.Test.Name);
            Assert.AreEqual(myData.Name, myDataDefault.Name, "Name " + TestContext.CurrentContext.Test.Name);
            //Assert.AreEqual(myData.Description, myDataDefault.Description, "Description " + TestContext.CurrentContext.Test.Name);
            Assert.AreEqual(myData.Level, myDataDefault.Level, "Level " + TestContext.CurrentContext.Test.Name);
            //Assert.AreEqual(myData.ExperienceTotal, myDataDefault.ExperienceTotal, "ExperienceTotal " + TestContext.CurrentContext.Test.Name);
            //Assert.AreEqual(myData.ImageURI, myDataDefault.ImageURI, "ImageURI " + TestContext.CurrentContext.Test.Name);

            Assert.AreEqual(myData.Head, myDataDefault.Head, "Head " + TestContext.CurrentContext.Test.Name);
            Assert.AreEqual(myData.Feet, myDataDefault.Feet, "Feet " + TestContext.CurrentContext.Test.Name);
            Assert.AreEqual(myData.Necklass, myDataDefault.Necklass, "Necklass " + TestContext.CurrentContext.Test.Name);
            Assert.AreEqual(myData.RightFinger, myDataDefault.RightFinger, "RightFinger " + TestContext.CurrentContext.Test.Name);
            Assert.AreEqual(myData.LeftFinger, myDataDefault.LeftFinger, "LeftFinger " + TestContext.CurrentContext.Test.Name);
            Assert.AreEqual(myData.Feet, myDataDefault.Feet, "Feet " + TestContext.CurrentContext.Test.Name);

            // Validate the Attributes
            //Assert.AreEqual(myData.AttributeString, myDataDefault.AttributeString, "AttributeString " + TestContext.CurrentContext.Test.Name);
            //Assert.AreEqual(myData.Damage, myDataDefault.Damage, "Damage " + TestContext.CurrentContext.Test.Name);

            Assert.AreEqual(myData.Attribute.Speed, myDataDefault.Attribute.Speed, "Speed " + TestContext.CurrentContext.Test.Name);
            Assert.AreEqual(myData.Attribute.Defense, myDataDefault.Attribute.Defense, "Defense " + TestContext.CurrentContext.Test.Name);
            Assert.AreEqual(myData.Attribute.Attack, myDataDefault.Attribute.Attack, "Attack " + TestContext.CurrentContext.Test.Name);
            //Assert.AreEqual(myData.Attribute.CurrentHealth, myDataDefault.Attribute.CurrentHealth, "CurrentHealth " + TestContext.CurrentContext.Test.Name);
            //Assert.AreEqual(myData.Attribute.MaxHealth, myDataDefault.Attribute.MaxHealth, "MaxHealth " + TestContext.CurrentContext.Test.Name);
        }
Exemplo n.º 8
0
        void Update()
        {
            mMonster.Update(TimeSpan.FromSeconds(Time.deltaTime));

            transform.localPosition = mMonster.Position;
        }
Exemplo n.º 9
0
        protected override void Update(GameTime gameTime)
        {
            deadLinkSpin.Update(gameTime);
            float dt = (float)gameTime.ElapsedGameTime.TotalSeconds;

            if (player.Health > 0)
            {
                player.Update(gameTime);
            }
            //bat.Update(gameTime,player.Position);
            dragon.Update(gameTime);
            monster.Update(gameTime);
            hand.Update(gameTime);
            knight.Update(gameTime);

            foreach (Item it in Item.items)
            {
                it.Update(gameTime);
            }
            foreach (explosion ex in explosion.exp)
            {
                ex.Update(gameTime);
            }
            foreach (Bat bat in Bat.bats)
            {
                bat.Update(gameTime, player.position);
                int sum = player.Radius + bat.Radius;
                if (Vector2.Distance(player.Position, bat.location) < sum && player.HealthTimer <= 0)
                {
                    player.Health--;
                    Vector2 moveDir = player.Position - bat.location;
                    moveDir.Normalize();

                    player.Pcolor    = Color.Red;
                    player.Position += moveDir * player.Damagedspeed * dt * 15;

                    player.HealthTimer = 1.0f;
                }
                if (player.HealthTimer <= 0)
                {
                    player.Pcolor = Color.White;
                }
            }

            foreach (ArrowProj arrow in ArrowProj.arrowLeft)
            {
                foreach (Bat bat in Bat.bats)
                {
                    int sum = arrow.Radius + bat.Radius;
                    if (Vector2.Distance(arrow.Position, bat.location) < sum)
                    {
                        arrow.Collided = true;
                        bat.Health--;
                        if (bat.Health <= 0)
                        {
                            explosion.exp.Add(new explosion(bat.location));
                        }
                    }
                }
            }
            foreach (ArrowProj arrow in ArrowProj.arrowRight)
            {
                foreach (Bat bat in Bat.bats)
                {
                    int sum = arrow.Radius + bat.Radius;
                    if (Vector2.Distance(arrow.Position, bat.location) < sum)
                    {
                        arrow.Collided = true;
                        bat.Health--;
                        if (bat.Health <= 0)
                        {
                            explosion.exp.Add(new explosion(bat.location));
                        }
                    }
                }
            }
            foreach (ArrowProj arrow in ArrowProj.arrowUp)
            {
                foreach (Bat bat in Bat.bats)
                {
                    int sum = arrow.Radius + bat.Radius;
                    if (Vector2.Distance(arrow.Position, bat.location) < sum)
                    {
                        arrow.Collided = true;
                        bat.Health--;
                        if (bat.Health <= 0)
                        {
                            explosion.exp.Add(new explosion(bat.location));
                        }
                    }
                }
            }
            foreach (ArrowProj arrow in ArrowProj.arrowDown)
            {
                foreach (Bat bat in Bat.bats)
                {
                    int sum = arrow.Radius + bat.Radius;
                    if (Vector2.Distance(arrow.Position, bat.location) < sum)
                    {
                        arrow.Collided = true;
                        bat.Health--;
                        if (bat.Health <= 0)
                        {
                            explosion.exp.Add(new explosion(bat.location));
                        }
                    }
                }
            }


            ArrowProj.arrowLeft.RemoveAll(p => p.Collided == true);
            ArrowProj.arrowRight.RemoveAll(p => p.Collided == true);
            ArrowProj.arrowUp.RemoveAll(p => p.Collided == true);
            ArrowProj.arrowDown.RemoveAll(p => p.Collided == true);
            Bat.bats.RemoveAll(e => e.Health <= 0);
            explosion.exp.RemoveAll(ex => ex.Timer <= 0);
            CollisionHandler collisionHandler = new CollisionHandler();

            collisionHandler.CollisionHandle(player, myHUD);

            bombHandler.Update(gameTime);
            arrowHandler.Update(gameTime);
            boomerangHandler.Update(gameTime);
            //cam.LookAt(player.camPosition);
            cam.LookAt(player.position);

            base.Update(gameTime);
        }