Update() приватный Метод

private Update ( ) : void
Результат void
Пример #1
0
        public void TestResetWhileUnpaused()
        {
            GameClock gc = new GameClock();

            gc.Start();
            GameTime gt = new GameTime(new TimeSpan(100), new TimeSpan(100));

            gc.Update(gt);
            Assert.AreEqual(new TimeSpan(100), gc.ElapsedTime);
            gc.Reset();
            Assert.AreEqual(new TimeSpan(), gc.ElapsedTime);
            gc.Update(gt);
            Assert.AreEqual(new TimeSpan(100), gc.ElapsedTime);
        }
Пример #2
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)
        {
            // For Mobile devices, this logic will close the Game when the Back button is pressed
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed ||
                Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
#if !__IOS__
                Exit();
#endif
            }

            CurrentTime.Update(gameTime);

            //restart the bounby numbers
            if (Keyboard.GetState().IsKeyDown(Keys.Space))
            {
                bounce.Start(start, end);
            }

            if (Keyboard.GetState().IsKeyDown(Keys.A))
            {
                num.Add(100);
            }
            else if (Keyboard.GetState().IsKeyDown(Keys.Z))
            {
                num.Add(-100);
            }

            // TODO: Add your update logic here
            base.Update(gameTime);
        }
Пример #3
0
        public override float Write(string text,
                                    Vector2 position,
                                    Justify justification,
                                    float scale,
                                    Color color,
                                    SpriteBatch spriteBatch,
                                    GameClock time)
        {
            if (string.IsNullOrEmpty(text))
            {
                return(position.X);
            }

            //First draw the shadow
            Font.Write(text,
                       position,
                       justification,
                       ShadowSize * scale,
                       ShadowColor,
                       spriteBatch,
                       time);

            _timer.Update(time);
            var currentTime = _timer.CurrentTime;

            //Pulsate the size of the text
            var pulsate = PulsateSize * (float)(Math.Sin(currentTime - (Math.PI * 0.5)) + 1.0f);

            pulsate *= 0.15f;         //make it waaay smaller
            pulsate += 1;             //bump it up so it starts at 1

            //adjust the y position so it pulsates straight out
            var textSize = Font.MeasureString(text.ToString());
            var adjust   = ((textSize * scale * pulsate) - (textSize * scale)) / 2f;

            if (StraightPulsate)
            {
                switch (justification)
                {
                case Justify.Left:
                {
                    position.X -= adjust.X;
                }
                break;

                case Justify.Right:
                {
                    position.X += adjust.X;
                }
                break;
                }
                ;
            }
            position.Y -= adjust.Y;

            //Draw the menu item, with the pulsing
            return(Font.Write(text, position, justification, scale * pulsate, color, spriteBatch, time));
        }
        /// <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)
        {
            // Allows the game to exit
            if ((GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) ||
                Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
#if !__IOS__
                this.Exit();
#endif
            }

            //update the timer
            _clock.Update(gameTime);

            //update the input
            _inputState.Update();
            _inputWrapper.Update(_inputState, false);

            //check veritcal movement
            if (_inputWrapper.Controller.CheckKeystrokeHeld(EKeystroke.Up))
            {
                _circle1.Translate(0.0f, -circleMovementSpeed * _clock.TimeDelta);
            }
            else if (_inputWrapper.Controller.CheckKeystrokeHeld(EKeystroke.Down))
            {
                _circle1.Translate(0.0f, circleMovementSpeed * _clock.TimeDelta);
            }

            //check horizontal movement
            if (_inputWrapper.Controller.CheckKeystrokeHeld(EKeystroke.Forward))
            {
                _circle1.Translate(circleMovementSpeed * _clock.TimeDelta, 0.0f);
            }
            else if (_inputWrapper.Controller.CheckKeystrokeHeld(EKeystroke.Back))
            {
                _circle1.Translate(-circleMovementSpeed * _clock.TimeDelta, 0.0f);
            }

            //add camera shake when the two circles crash into each other
            if (CollisionCheck.CircleCircleCollision(_circle1, _circle2))
            {
                if (!_colliding)
                {
                    _camera.AddCameraShake(0.25f);
                }
                _colliding = true;
            }
            else
            {
                _colliding = false;
            }

            //update the camera
            _camera.Update(_clock);

            base.Update(gameTime);
        }
Пример #5
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 (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                //Exit();
            }

            _time.Update(gameTime);

            base.Update(gameTime);
        }
Пример #6
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)
        {
            // Allows the game to exit
            if ((GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) ||
                Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
#if !__IOS__
                this.Exit();
#endif
            }

            //update the timer
            _clock.Update(gameTime);

            //update the input
            _inputState.Update();
            _inputWrapper.Update(_inputState, false);

            //move the circle
            float movespeed = 1600.0f;

            //check veritcal movement
            if (_inputWrapper.Controller.CheckKeystrokeHeld(EKeystroke.Up))
            {
                _circle1.Translate(0.0f, -movespeed * _clock.TimeDelta);
            }
            else if (_inputWrapper.Controller.CheckKeystrokeHeld(EKeystroke.Down))
            {
                _circle1.Translate(0.0f, movespeed * _clock.TimeDelta);
            }

            //check horizontal movement
            if (_inputWrapper.Controller.CheckKeystrokeHeld(EKeystroke.Forward))
            {
                _circle1.Translate(movespeed * _clock.TimeDelta, 0.0f);
            }
            else if (_inputWrapper.Controller.CheckKeystrokeHeld(EKeystroke.Back))
            {
                _circle1.Translate(-movespeed * _clock.TimeDelta, 0.0f);
            }

            //add camera shake?
            if (_inputWrapper.Controller.CheckKeystroke(EKeystroke.A))
            {
                _camera.AddCameraShake(0.5f);
            }

            //update the camera
            _camera.Update(_clock);

            base.Update(gameTime);
        }
Пример #7
0
        public void TestUpdate()
        {
            GameClock gc = new GameClock();

            Assert.AreEqual(new TimeSpan(0), gc.ElapsedTime);
            //test Update
            GameTime gt = new GameTime(new TimeSpan(100), new TimeSpan(100));


            //test Update
            gc.Start();
            gc.Update(gt);
            Assert.AreEqual(new TimeSpan(100), gc.ElapsedTime);
        }
Пример #8
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)
        {
            // Allows the game to exit
            if ((GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) ||
                Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
#if !__IOS__
                this.Exit();
#endif
            }

            // TODO: Add your update logic here
            base.Update(gameTime);

            _clock.Update(gameTime);
        }
Пример #9
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)
        {
            // For Mobile devices, this logic will close the Game when the Back button is pressed
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed ||
                Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
#if !__IOS__
                Exit();
#endif
            }

            CurrentTime.Update(gameTime);
            var curKeyboard = Keyboard.GetState();
            if (CheckKey(curKeyboard, Keys.A))
            {
                ++number;
            }
            else if (CheckKey(curKeyboard, Keys.Z))
            {
                --number;
            }
            else if (CheckKey(curKeyboard, Keys.S))
            {
                number += 100;
            }
            else if (CheckKey(curKeyboard, Keys.X))
            {
                number -= -100;
            }
            else if (CheckKey(curKeyboard, Keys.D))
            {
                number += 1000;
            }
            else if (CheckKey(curKeyboard, Keys.C))
            {
                number -= -1000;
            }
            prevKeyboard = curKeyboard;

            foreach (var num in buddies)
            {
                num.Number = number;
            }

            // TODO: Add your update logic here
            base.Update(gameTime);
        }
Пример #10
0
        /// <summary>
        /// Reference page contains links to related conceptual articles.
        /// </summary>
        /// <param name="gameTime">Time passed since the last call to Update.</param>
        protected override void Update(GameTime gameTime)
        {
            base.Update(gameTime);

            if (exitStatus)
            {
                this.Exit();
            }

            GameClock.Update();
            ForceSignIn();
            gameSaver.Update();
            audio.Update(gameTime);
            controller.Update();
            screens.Update();
            background.Update();
        }
Пример #11
0
        public override float Write(string text,
                                    Vector2 position,
                                    Justify justification,
                                    float scale,
                                    Color color,
                                    SpriteBatch spriteBatch,
                                    GameClock time)
        {
            _timer.Update(time);

            if (string.IsNullOrEmpty(text))
            {
                return(position.X);
            }

            float currentTime = _timer.CurrentTime;

            // When the menu selection changes, entries gradually fade between
            // their selected and deselected appearance, rather than instantly
            // popping to the new state.
            double fadeSpeed = currentTime * 4.0f;

            if (Selected)
            {
                SelectionFade = (float)Math.Min(SelectionFade + fadeSpeed, 1);
            }
            else
            {
                SelectionFade = (float)Math.Max(SelectionFade - fadeSpeed, 0);
            }

            //Pulsate the size of the text
            var pulsate    = PulsateSize * (float)(Math.Sin(currentTime));
            var pulseScale = 1 + pulsate * 0.15f * SelectionFade;

            //adjust the y position so it pulsates straight out
            var adjust = ((Font.MeasureString(text) * scale * pulseScale) - (Font.MeasureString(text) * scale)) / 2.0f;

            position.X -= adjust.X;

            WriteShadow(text, position, justification, scale, spriteBatch, time);

            //Draw the menu item, with the pulsing
            return(Font.Write(text, position, justification, scale, color, spriteBatch, time));
        }
Пример #12
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 !__IOS__
            // Allows the game to exit
            if ((GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) ||
                Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                this.Exit();
            }
#endif

            //update the timer
            _clock.Update(gameTime);

            //update the input
            _inputState.Update();
            _inputWrapper.Update(_inputState, false);

            _Grid.Update(_inputWrapper);

            base.Update(gameTime);
        }
Пример #13
0
        protected override void Update(GameTime gameTime)
        {
            if (Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
#if !__IOS__
                this.Exit();
#endif
            }

            //update the timer
            _clock.Update(gameTime);

            //update the input
            _inputState.Update();
            _inputWrapper.Update(_inputState, false);

            //check input to increment/decrement the current bullet pattern
            if (_inputWrapper.Controller.CheckKeystroke(EKeystroke.LShoulder))
            {
                //decrement the pattern
                if (0 >= _CurrentPattern)
                {
                    //if it is at the beginning, move to the end
                    _CurrentPattern = _myPatterns.Count - 1;
                }
                else
                {
                    _CurrentPattern--;
                }

                AddBullet();
            }
            else if (_inputWrapper.Controller.CheckKeystroke(EKeystroke.RShoulder))
            {
                //increment the pattern
                if ((_myPatterns.Count - 1) <= _CurrentPattern)
                {
                    //if it is at the beginning, move to the end
                    _CurrentPattern = 0;
                }
                else
                {
                    _CurrentPattern++;
                }

                AddBullet();
            }

            //reset the bullet pattern
            if (_inputWrapper.Controller.CheckKeystroke(EKeystroke.A))
            {
                AddBullet();
            }

            //increase/decrease the rank
            if (_inputWrapper.Controller.CheckKeystroke(EKeystroke.LShoulder))
            {
                if (_Rank > 0.0f)
                {
                    _Rank -= 0.1f;
                }

                if (_Rank < 0.0f)
                {
                    _Rank = 0.0f;
                }
            }
            else if (_inputWrapper.Controller.CheckKeystroke(EKeystroke.RShoulder))
            {
                if (_Rank < 1.0f)
                {
                    _Rank += 0.1f;
                }

                if (_Rank > 1.0f)
                {
                    _Rank = 1.0f;
                }
            }

            //if y is held down, do some slowdown
            if (_inputWrapper.Controller.CheckKeystroke(EKeystroke.Y))
            {
                _moverManager.TimeSpeed = 0.5f;
            }
            else
            {
                _moverManager.TimeSpeed = 1.0f;
            }

            //if b is held down, make it bigger
            if (_inputWrapper.Controller.CheckKeystroke(EKeystroke.LTrigger))
            {
                _moverManager.Scale -= 0.1f;
            }
            else if (_inputWrapper.Controller.CheckKeystroke(EKeystroke.RTrigger))
            {
                _moverManager.Scale += 0.1f;
            }

            _moverManager.Update();

            myship.Update();

            base.Update(gameTime);
        }
Пример #14
0
 public static void Update(GameTime gameTime)
 {
     UpdateGameSpeed(gameTime);
     Clock.Update(gameTime);
 }