Пример #1
0
    void Update()
    {
        if (!_GM.GameOver)
        {
            Movement();
            if (Input.GetButton("Space"))
            {
                if (_turno)
                {
                    _balaVelP1 += 10 * Time.deltaTime;
                }
                else
                {
                    _balaVelP2 += 10 * Time.deltaTime;
                }
            }
            if (Input.GetButtonUp("Space"))
            {
                Shoot();
                _balaVelP1 = _balaVelP2 = 0;
            }
            if (_colManager.CheckCollisions(1, ref _cBox))
            {
                _vida.Life = -5;
            }

            _turno = _GM.SetTurn;
        }
    }
        public static void Update(GameTime gameTime)
        {
            if (state == State.Game)
            {
                playingTime.TotalGameTime  += gameTime.ElapsedGameTime;
                playingTime.ElapsedGameTime = gameTime.ElapsedGameTime;

                playingTime.TotalGameTime   = TimeSpan.FromTicks((long)(playingTime.TotalGameTime.Ticks * playingTimeScale));
                playingTime.ElapsedGameTime = TimeSpan.FromTicks((long)(playingTime.ElapsedGameTime.Ticks * playingTimeScale));


                currentState.Update(playingTime);
                collisionManager.CheckCollisions();

                if (Input.KeyDown("pause") && !gamePaused)
                {
                    gamePaused = true;
                    Instantiate(GetPrefab("Pause"));
                }
            }
            else
            {
                currentState.Update(gameTime);
            }
        }
Пример #3
0
 void Update()
 {
     Move();
     if (collisionManager.CheckCollisions(transform.ToRectangle()))
     {
         transform.position = prevPosition;
     }
 }
Пример #4
0
 void CheckCollisions()
 {
     if (_colManager.CheckCollisions(1, ref _collisionBox))
     {
         if (_i == false)
         {
             Instantiate(_explosion, transform.position, transform.rotation);
             _i = true;
         }
         Time.timeScale = 0.0f;
     }
 }
Пример #5
0
    // Update is called once per frame
    void Update()
    {
        var previousPosition = Move();

        LineSegment collisionLine;

        if (collisionManager.CheckCollisions(ToCircle(), out collisionLine))
        {
            transform.position = previousPosition;
            velocity           = Force.SpecularReflection(velocity, collisionLine);
        }
    }
Пример #6
0
 void Update()
 {
     Movement();
     if (_colManager.CheckCollisions(0, ref _cBox))
     {
         Invoke("Destroid", 0.05f);
     }
     else if (this.transform.position.y < -3.42f)
     {
         _GM.SetTurn = _GM.SetTurn;
         Destroy(gameObject);
     }
 }
Пример #7
0
    void FixedUpdate()
    {
        GlobalPlayerInputs();

        if (mGameMode == GameMode.GameOver)
        {
            foreach (Player p in CrewManager.instance.players)
            {
                if (p != null)
                {
                    if (p.Input.playerButtonInput[(int)ButtonInput.Pause] && !p.Input.previousButtonInput[(int)ButtonInput.Pause])
                    {
                        StartNewGame();
                        GameOverScreen.instance.DisplayScreen(false);
                    }
                }
            }
            return;
        }
        //The game doesnt run in editor mode
        if (mGameMode == GameMode.Paused)
        {
            foreach (Player p in CrewManager.instance.players)
            {
                if (p != null)
                {
                    if ((p.Input.playerButtonInput[(int)ButtonInput.Pause] && !p.Input.previousButtonInput[(int)ButtonInput.Pause]) || p.Input.playerButtonInput[(int)ButtonInput.Menu_Back])
                    {
                        UnpauseGame();
                    }
                }
            }
            return;
        }

        /*
         * if (players != null && players[0] != null && players[0].Input.playerButtonInput[(int)ButtonInput.Pause])
         * {
         *  StartNewGame();
         *  GameOverScreen.instance.DisplayScreen(false);
         * }
         */

        //Right now, this update loop is nice and generic, I hope to keep it that way

        //Update all the entities
        for (int i = 0; i < mEntities.Count; ++i)
        {
            if (!mMapChangeFlag)
            {
                mEntities[i].EntityUpdate();
            }
        }

        //Check for entities flagged for removal
        for (int i = mEntities.Count - 1; i >= 0; i--)
        {
            if (mEntities[i].mToRemove)
            {
                //Debug.Log(mEntities[i].Renderer.name + " Is being removed");
                mEntities[i].ActuallyDie();
            }
        }

        //Update the collisions of all objects
        CollisionManager.CheckCollisions();

        //Second handles everything that needs to be done AFTER physics and collisions have been checked
        for (int i = 0; i < mEntities.Count; ++i)
        {
            //if(!mObjects[i].mToRemove)
            mEntities[i].SecondUpdate();
        }


        //Check for game over
        bool allPlayersDead = true;
        bool playersExist   = false;

        foreach (Player player in CrewManager.instance.players)
        {
            if (player == null)
            {
                continue;
            }

            playersExist = true;

            if (!player.IsDead)
            {
                allPlayersDead = false;
            }
        }

        //Debug.Log("APD: " + allPlayersDead + ", PE: " + playersExist);
        if (allPlayersDead && playersExist)
        {
            GameOver();
            return;
        }

        /*If we want to change the map, we have to either abort everything or wait until we're finished updating
         * to perform the change. This method waits until everything is updated.
         */
        if (mMapChangeFlag)
        {
            if (targetMap != null)
            {
                LoadMap(targetMap);
                targetMap = null;
            }
            mMapChangeFlag = false;
        }

        /*
         * if(warpToHubFlag)
         * {
         *  LoadMap(MapType.Hub);
         *
         *  warpToHubFlag = false;
         * }
         */
    }
Пример #8
0
        public override void Update(GameTime gameTime)
        {
            var scaleX = (float)graphicsDevice.PresentationParameters.BackBufferWidth / 1920;
            var scaleY = (float)graphicsDevice.PresentationParameters.BackBufferHeight / 1080;
            var matrix = Matrix.CreateScale(scaleX, scaleY, 1.0f);

            var pMousePosition = new Vector2(pmState.X, pmState.Y);
            var psmPosition    = Vector2.Transform(pMousePosition, Matrix.Invert(matrix));

            mState = Mouse.GetState();
            var mousePosition = new Vector2(mState.X, mState.Y);
            var smPosition    = Vector2.Transform(mousePosition, Matrix.Invert(matrix));

            CollisionManager cm = new CollisionManager(mState, pmState, smPosition);

            playAgainDist = Vector2.Distance(Layout.PlayAgain, new Vector2(smPosition.X, smPosition.Y));
            exitDist      = Vector2.Distance(Layout.Exit, new Vector2(smPosition.X, smPosition.Y));

            if (!mcm.MovingCard.IsMoving && !msm.StackIsMoving)
            {
                if (playAgainDist < Layout.ButtonRadius ||
                    exitDist < Layout.ButtonRadius)
                {
                    if (!smiPlayed)
                    {
                        PlaySoundEffect(selectMenuItem, 0.2f, 0.3f);
                        smiPlayed = true;
                    }
                }

                if (MouseInput.CheckForSingleClick(pmState))
                {
                    if (playAgainDist < Layout.ButtonRadius)
                    {
                        game.ChangeToGameState();
                    }
                    if (exitDist < Layout.ButtonRadius)
                    {
                        game.Exit();
                    }
                }

                if (!canWin)
                {
                    deckManager.SendDoubleClicksToFoundation(mState, pmState, gameTime, clickTimer, smPosition);

                    deckManager.ClickToFlipTableauCard(mState, pmState, smPosition);

                    if (cm.DeckPileClick(deckManager))
                    {
                        if (deckManager.CardsInPlay["Deck"].Length <= 0)
                        {
                            deckManager.ReturnWasteToDeck();
                            PlaySoundEffect(returnToDeck, 0.2f, -0.5f);
                        }
                        else
                        {
                            if (deckManager.CardWasAlreadyDrawn)
                            {
                                deckManager.AddCardToPile(deckManager.CardsInPlay["Deck"][deckManager.CardsInPlay["Deck"].Length - 1], "Waste");
                                deckManager.CardsInPlay["Deck"] = deckManager.DownsizePile(deckManager.CardsInPlay["Deck"]);
                            }

                            if (deckManager.CardsInPlay["Deck"].Length > 0)
                            {
                                deckManager.DrawACard();
                            }
                            else
                            {
                                deckManager.CardWasAlreadyDrawn = false;
                            }

                            PlaySoundEffect(draw, 0.3f, 0.8f);
                        }
                    }
                }
                else
                {
                    deckManager.WinGame();
                    if (deckManager.CardsInPlay["Hearts"].Length > 13 &&
                        deckManager.CardsInPlay["Spades"].Length > 13 &&
                        deckManager.CardsInPlay["Diamonds"].Length > 13 &&
                        deckManager.CardsInPlay["Clubs"].Length > 13)
                    {
                        canWin = false;
                    }
                }
            }

            if (mcm.CheckIfMovementStopped(mState) || msm.CheckIfMovementStopped(mState))
            {
                if (mcm.MovingCard.IsMoving)
                {
                    mcm.MovingCard.IsMoving = false;
                    if (cm.CheckCollisions(mcm.MovingCard, deckManager))
                    {
                        mcm.MovingCard = new Card();
                    }
                    else
                    {
                        mcm.ReturnCardToPile(deckManager);
                    }
                }
                else
                {
                    msm.StackIsMoving = false;
                    if (cm.CheckStackCollisions(msm.MovingStack, deckManager))
                    {
                        msm.MovingStack = new Card[0];
                    }
                    else
                    {
                        msm.ReturnStackToPile(deckManager);
                    }
                }

                PlaySoundEffect(placeCard, 0.1f, 0.6f);
            }

            if (!mcm.MovingCard.IsMoving && msm.CheckForMovement(deckManager, mState, pmState, smPosition))
            {
                msm.MoveStack(mState, pmState, smPosition, psmPosition);
            }

            if (!msm.StackIsMoving && mcm.CheckForMovement(deckManager, mState, pmState, smPosition))
            {
                mcm.MoveCard(mState, pmState, smPosition, psmPosition);
            }

            CheckCardsForAnimations(gameTime);

            if (!canWin)
            {
                canWin = deckManager.CheckForWin(mcm, msm);
            }
        }
Пример #9
0
        protected override void Update(GameTime gameTime)
        {
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed ||
                Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            switch (gameState)
            {
            case GameStates.TitleScreen:
                titleScreenTimer += (float)gameTime.ElapsedGameTime.TotalSeconds;
                if (titleScreenTimer >= titleScreenDelayTime)
                {
                    if ((Keyboard.GetState().IsKeyDown(Keys.Space)) ||
                        (GamePad.GetState(PlayerIndex.One).Buttons.Start == ButtonState.Pressed))
                    {
                        playerManager.LivesRemaining = playerStartingLives;
                        playerManager.PlayerScore    = 0;
                        ResetGame();
                        gameState = GameStates.Playing;
                    }
                }
                break;

            case GameStates.Playing:
                starField.Update(gameTime);
                asteroidManager.Update(gameTime);
                playerManager.Update(gameTime);
                enemyManager.Update(gameTime);
                explosionManager.Update(gameTime);
                collisionManager.CheckCollisions();

                if (playerManager.Destroyed)
                {
                    playerDeathTimer    = 0f;
                    enemyManager.Active = false;
                    playerManager.LivesRemaining--;
                    if (playerManager.LivesRemaining < 0)
                    {
                        gameState = GameStates.GameOver;
                    }
                    else
                    {
                        gameState = GameStates.PlayerDead;
                    }
                }
                break;

            case GameStates.PlayerDead:
                playerDeathTimer += (float)gameTime.ElapsedGameTime.TotalSeconds;
                starField.Update(gameTime);
                asteroidManager.Update(gameTime);
                enemyManager.Update(gameTime);
                playerManager.PlayerShotManager.Update(gameTime);
                explosionManager.Update(gameTime);
                if (playerDeathTimer >= playerDeathDelayTime)
                {
                    ResetGame();
                    gameState = GameStates.Playing;
                }
                break;

            case GameStates.GameOver:
                playerDeathTimer += (float)gameTime.ElapsedGameTime.TotalSeconds;
                starField.Update(gameTime);
                asteroidManager.Update(gameTime);
                enemyManager.Update(gameTime);
                playerManager.PlayerShotManager.Update(gameTime);
                explosionManager.Update(gameTime);
                if (playerDeathTimer >= playerDeathDelayTime)
                {
                    gameState = GameStates.TitleScreen;
                }
                break;
            }

            base.Update(gameTime);
        }