Exemplo n.º 1
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 (!IsActive)
            {
                return;
            }

            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            /*  Controllers */
            KeyboardState newKeyboardState = Keyboard.GetState();
            MouseState    newMouseState    = Mouse.GetState();

            /*  Process mouse move  */
            if (_oldMouseState.X != newMouseState.X)
            {
                if (newMouseState.X >= 0 || newMouseState.X < _screenWidth)
                {
                    _paddle.MoveTo(newMouseState.X);
                }
            }

            /*  Process left-click  */
            if (newMouseState.LeftButton == ButtonState.Released && _oldMouseState.LeftButton == ButtonState.Pressed && _readyToServeBall)
            {
                ServeBall();
            }

            /*  Process keyboard events */
            if (newKeyboardState.IsKeyDown(Keys.Left))
            {
                _paddle.MoveLeft();
            }
            if (newKeyboardState.IsKeyDown(Keys.Right))
            {
                _paddle.MoveRight();
            }
            if (_oldKeyboardState.IsKeyUp(Keys.Space) && newKeyboardState.IsKeyDown(Keys.Space) && _readyToServeBall)
            {
                ServeBall();
            }

            _oldMouseState    = newMouseState; // this saves the old state
            _oldKeyboardState = newKeyboardState;

            if (MediaPlayer.State == MediaState.Stopped)
            {
                _currentSongIndex = _currentSongIndex + 1 % gameContent.MusicList.Count;
                MediaPlayer.Play(gameContent.MusicList[_currentSongIndex]);
            }

            base.Update(gameTime);
        }
Exemplo n.º 2
0
        protected override void Update(GameTime gameTime)
        {
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed ||
                Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            if (IsActive == false)
            {
                return;
            }

            KeyboardState newKeyboardState = Keyboard.GetState();
            MouseState    newMouseState    = Mouse.GetState();

            // process mouse move
            if (oldMouseState.X != newMouseState.X)
            {
                if (newMouseState.X >= 0 || newMouseState.X < screenWidth)
                {
                    paddle.MoveTo(newMouseState.X);
                }
            }

            // process left click
            if (newMouseState.LeftButton == ButtonState.Released &&
                oldMouseState.LeftButton == ButtonState.Pressed &&
                oldMouseState.X == newMouseState.X &&
                oldMouseState.Y == newMouseState.Y &&
                readyToServeBall)
            {
                ServeBall();
            }

            // process keyboard events
            if (newKeyboardState.IsKeyDown(Keys.Left))
            {
                paddle.MoveLeft();
            }
            if (newKeyboardState.IsKeyDown(Keys.Right))
            {
                paddle.MoveRight();
            }
            if (oldKeyboardState.IsKeyUp(Keys.Space) &&
                newKeyboardState.IsKeyDown(Keys.Space) &&
                readyToServeBall)
            {
                ServeBall();
            }

            oldMouseState    = newMouseState;
            oldKeyboardState = newKeyboardState;

            base.Update(gameTime);
        }
Exemplo n.º 3
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 (IsActive == false)
            {
                return;  //our window is not active don't update
            }

            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            // TODO: Add your update logic here
            KeyboardState newKeyboardState = Keyboard.GetState();
            MouseState    newMouseState    = Mouse.GetState();

            //process mouse move
            if (oldMouseState.X != newMouseState.X)
            {
                if (newMouseState.X >= 0 && newMouseState.X < screenWidth && newMouseState.Y >= 0 && newMouseState.Y < screenHeight)
                {
                    paddle.MoveTo(newMouseState.X);
                }
            }

            //process left-click
            if (newMouseState.LeftButton == ButtonState.Released && oldMouseState.LeftButton == ButtonState.Pressed && oldMouseState.X == newMouseState.X && oldMouseState.Y == newMouseState.Y && readyToServeBall)
            {
                ServeBall();
            }

            //process keyboard events
            if (newKeyboardState.IsKeyDown(Keys.Left))
            {
                paddle.MoveLeft();
            }
            if (newKeyboardState.IsKeyDown(Keys.Right))
            {
                paddle.MoveRight();
            }
            if (oldKeyboardState.IsKeyUp(Keys.Space) && newKeyboardState.IsKeyDown(Keys.Space) && readyToServeBall)
            {
                ServeBall();
            }

            oldMouseState    = newMouseState; // this saves the old state
            oldKeyboardState = newKeyboardState;

            base.Update(gameTime);
        }