Exemplo n.º 1
0
        public override void Update(float systemTime)
        {
            InputManager.Update();

            FontManager.Update(Font.Name.Player1Score, SpaceInvaders.pPlayer1Score);
            FontManager.Update(Font.Name.Player2Score, SpaceInvaders.pPlayer2Score);
            FontManager.Update(Font.Name.HiScore, SpaceInvaders.pHiScore);
            FontManager.Update(Font.Name.Lives, ScenePlay.ShipLives.ToString());

            this.RunTime = Simulation.GetTotalTime() - ScenePlay.StartTimeDelta;
            //Debug.WriteLine(this.RunTime);

            TimerManager.Update(this.RunTime);
            GameObjectManager.Update();
            //Collision Checks
            CollisionPairManager.Process();
            // Delete any objects here...
            DelayedObjectManager.Process();

            //check if all alien killed
            AlienGrid pGrid = (AlienGrid)GameObjectManager.Find(GameObject.Name.AlienGrid);

            if (pGrid.GetAlienCount() < 1)
            {
                pGrid.IncreaseStartRate();
                this.ResetAll();
            }
        }
Exemplo n.º 2
0
        public override void Update(float systemTime)
        {
            // Single Step, Free running...
            Simulation.Update(systemTime);

            // Handels Keyboard input
            InputManager.Update();

            // Run based on simulation stepping
            if (Simulation.GetTimeStep() > 0.0f)
            {
                // Fire off the timer events
                TimerManager.Update(Simulation.GetTotalTime());


                // walk through all objects and push to flyweight
                GameObjectManager.Update();


                // Do the collision checks
                CollPairManager.Process();


                // Delete any objects here...
                DelayedObjectManager.Process();

                // Check to see if all aliens are dead to move to the next level.
                Level.Update();
            }
        }
Exemplo n.º 3
0
 //-----------------------------------------------------------------------------
 // Game::Update()
 //      Called once per frame, update data, tranformations, etc
 //      Use this function to control process order
 //      Input, AI, Physics, Animation, and Graphics
 //-----------------------------------------------------------------------------
 public override void Update()
 {
     TimerManager.Update(this.GetTime());
     InputManager.Update();
     GameObjectManager.Update();
     CollisionPairManager.Process();
     SoundManager.GetEngine().Update();
     DelayedGameObjectManager.Process();
 }
Exemplo n.º 4
0
        //-----------------------------------------------------------------------------
        // Game::Update()
        //      Called once per frame, update data, tranformations, etc
        //      Use this function to control process order
        //      Input, AI, Physics, Animation, and Graphics
        //-----------------------------------------------------------------------------
        public override void Update()
        {
            //check time;
            //Debug.WriteLine("Simulation.GetTimeStep()  = {0}", Simulation.GetTimeStep());
            //Debug.WriteLine("Simulation.GetTotalTime() = {0}", Simulation.GetTotalTime());



            //Update game simulation
            // Single Step, Free running...
            Simulation.Update(this.GetTime());

            //always update input asap
            InputManager.Update();

            // Run based on simulation stepping
            if (Simulation.GetTimeStep() > 0.0f)
            {
                // Fire off the timer events

                //with simulator timer
                TimerEventManager.Update(Simulation.GetTotalTime());
                ////no simulator timer
                //TimerEventManager.Update(this.GetTime());


                // Do the collision checks
                ColPairManager.Process();

                //GameObjectManager updates ALL game objects and sprite positions
                // remember each game object has a proxy sprite attached
                GameObjectManager.Update();

                GridManager.UpdateBombDrop();
            }


            ////Original, No Simulation ---------------------------------------------------

            ////always update input asap
            //InputMan.Update();

            //// Fire off the timer events
            //TimerMan.Update(this.GetTime());

            //// Do the collision checks
            //ColPairMan.Process();

            ////GameObjectManager updates ALL game objects and sprite positions
            //// remember each game object has a proxy sprite attached
            //// walk through all objects and push to flyweight
            //GameObjectMan.Update();

            //// Delete any objects here...
            //DelayedObjectMan.Process();
        }
Exemplo n.º 5
0
        // Should be called during the Update part of gameloop
        public override void Update(GameManager pGameManager)
        {
            // Debug.WriteLine("Tick" + this.GetTime());
            InputManager.Update();

            // Sprite animations and motions being handled in TimerManger
            TimerManager.Update(pGameManager.pGame.GetTime());

            // Pushes updates from Gameobjects to proxysprites
            GameObjectManager.Update();

            ColPairManager.Process();

            DelayedObjectManager.Process();

            pGameManager.HandleEndOfPlayerTurn();
        }
Exemplo n.º 6
0
 public override void Update(float systemTime)
 {
     // walk through all objects and push to flyweight
     GameObjectManager.Update();
 }
Exemplo n.º 7
0
 // Should be called during the Update part of gameloop
 public override void Update(GameManager pGameManager)
 {
     GameObjectManager.Update();
     InputManager.Update();
     DelayedObjectManager.Process();
 }