Exemplo n.º 1
0
        public override void Update(GameTime gameTime)
        {
            foreach (var comp in _components)
            {
                comp.Update(gameTime);
            }

            if (ri.timecounter > 3)
            {
                _components.Remove(ri);
                playerHand.SetTrue();
                enemyHand.SetTrue();
                userInterface.enableTimer = true;
            }

            player.Update(gameTime);
            player2.Update(gameTime);
            rain.Update(gameTime);
            checkWin();
        }
Exemplo n.º 2
0
        public override void Update(GameTime gameTime)
        {
            player.Update(gameTime);
            player2.Update(gameTime);
            playerHand.Update(gameTime);
            enemyHand.Update(gameTime);
            userInterface.Update(gameTime);


            for (int i = 0; i < playerHand._projectiles.Count; i++)
            {
                if (Collisions.CollidesWith(playerHand._projectiles.ElementAt(i).Bounds, player2.Bounds))
                {
                    Console.WriteLine("hit registered");
                    player2.life -= playerHand._projectiles.ElementAt(i).damage;
                    playerHand._projectiles.Remove(playerHand._projectiles.ElementAt(i));
                    Console.WriteLine(System.Convert.ToString(player2.life));
                    userInterface.enemyLifeText = Convert.ToString(player2.life);
                }
            }

            for (int i = 0; i < enemyHand._enemyProjectiles.Count; i++)
            {
                if (Collisions.CollidesWith(enemyHand._enemyProjectiles.ElementAt(i).Bounds, player.Bounds))
                {
                    Console.WriteLine("hit registered");
                    player.life -= enemyHand._enemyProjectiles.ElementAt(i).damage;
                    enemyHand._enemyProjectiles.Remove(enemyHand._enemyProjectiles.ElementAt(i));
                    Console.WriteLine(System.Convert.ToString(player.life));
                    userInterface.playerLifeText = Convert.ToString(player.life);
                }
            }

            if (userInterface.timer >= 1.0F)
            {
                userInterface.timer = 0F;
            }

            if (userInterface.timecounter < 0)
            {
                if (Convert.ToInt16(userInterface.playerLifeText) > Convert.ToInt16(userInterface.enemyLifeText))
                {
                    userInterface.playerText++;
                    userInterface.playerLifeText = "30";
                    userInterface.enemyLifeText  = "30";
                    player.life  = 30;
                    player2.life = 30;
                }
                else if (Convert.ToInt16(userInterface.enemyLifeText) > Convert.ToInt16(userInterface.playerLifeText))
                {
                    userInterface.enemyText++;
                    userInterface.playerLifeText = "30";
                    userInterface.enemyLifeText  = "30";
                    player.life  = 30;
                    player2.life = 30;
                }

                userInterface.timecounter = 30;
                userInterface.roundText++;
            }

            if (player.life <= 0)
            {
                userInterface.timecounter = 30;
                userInterface.enemyText++;
                userInterface.playerLifeText = "30";
                userInterface.enemyLifeText  = "30";
                player.life  = 30;
                player2.life = 30;
            }

            if (player2.life <= 0)
            {
                userInterface.timecounter = 30;
                userInterface.playerText++;
                userInterface.playerLifeText = "30";
                userInterface.enemyLifeText  = "30";
                player.life  = 30;
                player2.life = 30;
            }

            if (userInterface.playerText == 3)
            {
                _game.ChangeState(new MenuState(_game, _graphicsDevice, _content));
            }

            if (userInterface.enemyText == 3)
            {
                _game.ChangeState(new MenuState(_game, _graphicsDevice, _content));
            }
        }