Update() приватный Метод

private Update ( ) : void
Результат void
Пример #1
0
        /// <inheritdoc />
        /// <summary>
        ///     Allows the game to run logic such as updating the world,
        ///     checking for collisions, gathering input, and playing audio.
        /// </summary>
        protected override void Update(GameTime gameTime)
        {
            if (!IsReadyToUpdate)
            {
                return;
            }

            base.Update(gameTime);

            if (SteamManager.IsInitialized)
            {
                SteamAPI.RunCallbacks();
            }

            // Run scheduled background tasks
            CommonTaskScheduler.Run();

            BackgroundManager.Update(gameTime);
            BackgroundHelper.Update(gameTime);
            NotificationManager.Update(gameTime);
            ChatManager.Update(gameTime);
            DialogManager.Update(gameTime);

            HandleGlobalInput(gameTime);

            QuaverScreenManager.Update(gameTime);
            Transitioner.Update(gameTime);

            SkinManager.HandleSkinReloading();
            LimitFpsOnInactiveWindow();
        }
Пример #2
0
 public void Update(GameTime aTime)
 {
     myBackground.Update(aTime);
     foreach (Button button in myButtons)
     {
         button.Update(aTime);
     }
     Input();
 }
Пример #3
0
        protected override void Update(GameTime gameTime)
        {
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            bm.Update();
            em.Update();

            base.Update(gameTime);
        }
Пример #4
0
        public void Update(IGameTimeService gameTime)
        {
            Camera.Pos = ConvertUnits.ToDisplayUnits(_clientShipManager.PlayerShip.Position);
            Camera.UpdateCameraShake();

            // Todo: See if zooming in space is broken, if it is, then finish refactoring RotationalCamera away.
            //Temporary fix for now, it was broken.
            if (MouseManager.ScrolledUp || GamepadManager.ZoomIn.IsBindTapped())
            {
                ConsoleManager.WriteLine("Warning: Implement UI Zoom using ChangeZoom container.");
                Camera.Zoom += .1f;
            }

            if (MouseManager.ScrolledDown || GamepadManager.ZoomOut.IsBindTapped())
            {
                ConsoleManager.WriteLine("Warning: Implement UI Zoom using ChangeZoom container.");
                Camera.Zoom -= .1f;
            }


            if (_spaceViewModel.StructurePlacementModeEnabled)
            {
                if (MouseManager.RightButtonPressed)
                {
                    // Cancel with right click
                    _spaceViewModel.StructurePlacementModeEnabled = false;
                }
            }

            if (_clientShipManager.PlayerShip != null)
            {
                var shipDifference = _oldPosition - ConvertUnits.ToDisplayUnits(_clientShipManager.PlayerShip.Position);

                _background.Update(_clientShipManager.PlayerShip.Position, shipDifference);

                _spaceObjectManager.Update(gameTime, _clientShipManager.PlayerShip != null && _clientShipManager.PlayerShip.EnterMode);

                _oldPosition = ConvertUnits.ToDisplayUnits(_clientShipManager.PlayerShip.Position);
            }
        }
Пример #5
0
        public override void Update(GameTime gameTime)
        {
            StateControl();
            query = "SELECT Currency FROM [Saves] WHERE ID = " + saveID;
            int result = int.Parse(dBManager.SelectElement(query));

            currencyDisplay.value = result + " CC";
            //cleo upp


            BackgroundManager.Update(_camera);
            //PlanetManager.Update(gameTime,_player.ControlledShip.Position);
            foreach (var ship in _convoy)
            {
                ShipUpdate(ship, gameTime, _enemies);
            }

            foreach (var ship in _enemies)
            {
                ShipUpdate(ship, gameTime, _convoy);
            }
            foreach (var sprite in _sprites)
            {
                if (!(sprite is Ship))
                {
                    sprite.Update(gameTime, _sprites);
                }
            }
            //Update pentru ambele tabere


            //Update pentru elemente de UI
            foreach (var co in UI)
            {
                co.Update(gameTime);
            }

            shipYard.Update(gameTime, _player.ControlledShip.Position, this, dBManager);

            if (_convoy.Count == 0)
            {
                game.ChangeStates(new GameOverState(game, graphicsDevice, contentManager));
            }
            else
            {
                _player.Update(gameTime, _sprites, _convoy);
                _camera.Update(_player.ControlledShip, _player.Input);
            }

            EnterTrade();
            var timer = (float)gameTime.ElapsedGameTime.TotalSeconds;

            secondsElapsed -= timer;

            if (secondsElapsed <= 0)
            {
                RandomizePlanetInventory();
                secondsElapsed = secondsToBeElapsed;
            }
            _combatManager.Update(gameTime, _camera, _convoy.Concat(_enemies).ToList(), this);

            PostUpdate(gameTime);
            //base.Update(gameTime);
        }
 public void Update(GameTime gameTime, GraphicsDevice graphics)
 {
     marcoPlayer.Update(gameTime, graphics);
     background.Update(gameTime, marcoPlayer._position);
     collisionWithMap();
 }
Пример #7
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)
        {
            _fire_bullet_time += gameTime.ElapsedGameTime.TotalMilliseconds;
            int Highscore = 0;

            var ks = Keyboard.GetState();
            var ms = Mouse.GetState();

hack:
            switch (_state)
            {
            case CGameState.MainScreen:
                var ret = _mainscreen.Update(ms);
                if (ret.HasValue && (ret.Value == CGameState.Quit || ret.Value == CGameState.StartGame || ret.Value == CGameState.CreditsScreen))
                {
                    _state = ret.Value;
                    goto hack;
                }
                break;

            case CGameState.CreditsScreen:
                if (_creditsScreen == null)
                {
                    LoadCreditsScreen();
                }

                ret = _creditsScreen.Update(ms);
                if (ret.HasValue && ret.Value == CGameState.MainScreen)
                {
                    _state = ret.Value;
                    goto hack;
                }
                break;

            case CGameState.StartGame:
                LoadGame();
                break;

            case CGameState.Playing:
                if (ms.LeftButton == ButtonState.Pressed && _fire_bullet_time > 180)
                {
                    _bullet_manager.Add(_player.GetPosition(), _player.GetDirection());
                    _fire_bullet_time = 0;
                }

                _player.Update(ks, ms);
                _background_manager.Update(_wave_manager.WaveCount, _wave_manager.Highscore);
                _bullet_manager.Update();
                _bullet_hits_enemy.Update();
                _portal_manager.Update();
                _energy_storage_manager.Update();
                _powerup_manager.Update(gameTime, ref _player, ref _energy_storage_manager);
                _enemy_managers.Values
                .ToList()
                .ForEach(x => x.Update(ref Highscore, gameTime));
                _wave_manager.Update(gameTime, ref Highscore);
                //game over
                if (_energy_storage_manager._energy_storages.Count == 0)
                {
                    _state = CGameState.Gameover;
                    goto hack;
                }
                break;

            case CGameState.Gameover:
                if (_gameoverscreen == null)
                {
                    LoadGameOver(_wave_manager.Highscore);
                }
                ret = _gameoverscreen.Update(ms);
                if (ret.HasValue && ret.Value == CGameState.StartGame)
                {
                    _state = ret.Value;
                    goto hack;
                }
                else if (ret.HasValue && ret.Value == CGameState.Quit)
                {
                    _state = ret.Value;
                    goto hack;
                }
                break;

            case CGameState.Quit:
                Exit();
                break;
            }

            if (ks.IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            base.Update(gameTime);
        }
Пример #8
0
        /// <inheritdoc />
        /// <summary>
        ///     Allows the game to run logic such as updating the world,
        ///     checking for collisions, gathering input, and playing audio.
        /// </summary>
        protected override void Update(GameTime gameTime)
        {
            if (!IsReadyToUpdate)
            {
                return;
            }

            base.Update(gameTime);

            if (SteamManager.IsInitialized)
            {
                SteamAPI.RunCallbacks();
            }

            // Run scheduled background tasks
            CommonTaskScheduler.Run();

            BackgroundManager.Update(gameTime);
            BackgroundHelper.Update(gameTime);
            NotificationManager.Update(gameTime);
            ChatManager.Update(gameTime);
            DialogManager.Update(gameTime);

            // Handles FPS limiter changes
            if (KeyboardManager.IsUniqueKeyPress(Keys.F7))
            {
                var index = (int)ConfigManager.FpsLimiterType.Value;

                if (index + 1 < Enum.GetNames(typeof(FpsLimitType)).Length)
                {
                    ConfigManager.FpsLimiterType.Value = (FpsLimitType)index + 1;
                }
                else
                {
                    ConfigManager.FpsLimiterType.Value = FpsLimitType.Unlimited;
                }

                switch (ConfigManager.FpsLimiterType.Value)
                {
                case FpsLimitType.Unlimited:
                    NotificationManager.Show(NotificationLevel.Info, "FPS is now unlimited.");
                    break;

                case FpsLimitType.Limited:
                    NotificationManager.Show(NotificationLevel.Info, $"FPS is now limited to: 240 FPS");
                    break;

                case FpsLimitType.Vsync:
                    NotificationManager.Show(NotificationLevel.Info, $"Vsync Enabled");
                    break;

                case FpsLimitType.Custom:
                    NotificationManager.Show(NotificationLevel.Info, $"FPS is now custom limited to: {ConfigManager.CustomFpsLimit.Value}");
                    break;

                default:
                    throw new ArgumentOutOfRangeException();
                }
            }

            QuaverScreenManager.Update(gameTime);
            Transitioner.Update(gameTime);
        }