Update() приватный Метод

private Update ( ) : void
Результат void
Пример #1
0
        public void UseConsumableItem_2()
        {
            IEffect insta = new InstantEffect(EffectTarget.Character, StatType.Health, -40f);

            Assert.AreEqual(100f, hero.GetStat(StatType.Health).Value);
            hero.AddEffect(insta);

            IEffect        restoreHealth = new TimeEffect(EffectTarget.Character, StatType.Health, +10f, 3, 1);
            ConsumableItem potion        = new ConsumableItem(99, "Health of Potion", "Get 40hp", restoreHealth);

            Assert.AreEqual(60f, hero.GetStat(StatType.Health).Value);

            hero.UseItem(potion); //+10hp/stack x3

            Assert.AreEqual(70f, hero.GetStat(StatType.Health).Value);
            hero.Update();
            Assert.AreEqual(80f, hero.GetStat(StatType.Health).Value);
            hero.Update();
            Assert.AreEqual(90f, hero.GetStat(StatType.Health).Value);
            hero.Update();
            Assert.AreEqual(90f, hero.GetStat(StatType.Health).Value);

            ((TimeEffect)potion.Effect).Refill();
            hero.UseItem(potion);
            Assert.AreEqual(100f, hero.GetStat(StatType.Health).Value);
            hero.Update();
            Assert.AreEqual(100f, hero.GetStat(StatType.Health).Value);
            hero.Update();
            Assert.AreEqual(100f, hero.GetStat(StatType.Health).Value);
        }
Пример #2
0
        private void intro(GameTime gameTime)
        {
            MouseState mouse = Mouse.GetState();

            if (!gameStarted)
            {
                if (collisionWithEnemy.IsCollision)
                {
                    btnPlay.isClicked = false;
                    gameStarted       = true;
                    collisionWithEnemy.IsCollision = false;
                }

                // Player and background update
                hero.Update(gameTime);
                foreach (Scrolling scrolling in level.ScrollingLayer)
                {
                    scrolling.Update();
                }
            }
            else if (gameStarted)
            {
                if (btnPlay.isClicked)
                {
                    gameStarted = false;
                }
                if (btnQuit.isClicked)
                {
                    Exit();
                }

                btnPlay.Update(mouse);
                btnQuit.Update(mouse);
            }
        }
        /// <summary>
        /// Overrides the LevelFactory method DrawWorld from its super LevelFactory.
        /// Checks for collisions for the enemies and the hero inside the level.
        /// </summary>
        /// <param name="gameTime"></param>
        /// <param name="hero"></param>
        /// <param name="content"></param>
        public override void CheckForCollision(GameTime gameTime, Hero hero, ContentManager content)
        {
            hero.Update(gameTime);
            foreach (Enemies enemy in enemies)
            {
                enemy.Update(gameTime);
            }

            heroCollisionChecker.CheckCollision();
            enemyCollisionChecker.CheckCollision();

            for (int i = enemies.Count - 1; i >= 0; i--)
            {
                if (enemies[i].Health == 0)
                {
                    enemies[i].Position.X = -1000;
                }
            }
            foreach (Blok blok in blokArray)
            {
                if (blok != null)
                {
                    if (blok.FinishLine)
                    {
                        Console.WriteLine("This is the end");
                        Console.WriteLine("-------------------------------------------------------------------------");
                        Console.WriteLine("");
                        EndOfLevel(content);
                    }
                }
            }
        }
Пример #4
0
        public virtual void Update()
        {
            hero.Update(offset);

            for (int i = 0; i < spawnPoints.Count; i++)
            {
                spawnPoints[i].Update(offset);
            }

            for (int i = 0; i < projectiles.Count; i++)
            {
                projectiles[i].Update(offset, mobs.ToList <Unit>());

                if (projectiles[i].done)
                {
                    projectiles.RemoveAt(i);
                    i--;
                }
            }

            for (int i = 0; i < mobs.Count; i++)
            {
                mobs[i].Update(offset, hero);

                if (mobs[i].dead)
                {
                    mobs.RemoveAt(i);
                    i--;
                }
            }
        }
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();
            }

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

            for (int i = 0; i < collideObjecten.Count; i++)
            {
                bool      result = false;
                Rectangle recA   = hoofdpersonage.GetCollisionRectangle();
                Color[]   dataA  = hoofdpersonage.GetTextureColorData();

                Color[]   dataB = collideObjecten[i].GetTextureColorData();
                Rectangle recB  = collideObjecten[i].GetCollisionRectangle();

                result = PixelCollision(recA, dataA, recB, dataB);
                if (result)
                {
                    Console.WriteLine("Collide");
                }
            }

            base.Update(gameTime);
        }
Пример #6
0
 // Update is called once per frame
 void Update()
 {
     stage.Update();
     timer.Increment();
     hero.Update();
     CheckInput();
     UpdateView();
 }
Пример #7
0
        public void TimeEffectApplyOnRegenerationStat()
        {
            IEffect time = new TimeEffect(EffectTarget.Character, StatType.Health, -10, 3, 1);

            Assert.AreEqual(100f, hero.GetStat(StatType.Health).Value);
            hero.AddEffect(time);

            Assert.AreEqual(90f, hero.GetStat(StatType.Health).Value);
            //Assert.AreEqual(2, time.Stack);
            hero.Update();

            Assert.AreEqual(80f, hero.GetStat(StatType.Health).Value);
            //Assert.AreEqual(1, time.Stack);
            hero.Update();

            Assert.AreEqual(70f, hero.GetStat(StatType.Health).Value);
            //Assert.AreEqual(0, time.Stack);
            hero.Update();

            Assert.AreEqual(70f, hero.GetStat(StatType.Health).Value);
            //Assert.AreEqual(-1, time.Stack);
            hero.Update();

            Assert.AreEqual(70f, hero.GetStat(StatType.Health).Value);
        }
Пример #8
0
        public void Update(GameTime gameTime)
        {
            foreach (var sprite in m_sprites)
            {
                sprite.Update(gameTime, m_sprites);
            }

            hero.Update(gameTime);
        }
Пример #9
0
        public override void Update(GameTime gameTime)
        {
            var keyboardState = Keyboard.GetState();

            if (keyboardState.IsKeyDown(Keys.Escape))
            {
                Transitioner.To(nameof(MainMenuScreen));
            }

            Hero.Update(keyboardState);
        }
Пример #10
0
        public void DisplayExample()
        {
            var hero = new Hero();

            hero.SimulatePressJumpButton();
            hero.SimulatePressDuckButton();

            while (true) // Simulate game loop
            {
                hero.Update();
            }
        }
Пример #11
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();
            }

            eventHandler.Update();
            hero.Update(gameTime);

            base.Update(gameTime);
        }
Пример #12
0
    public override int Update(float a_fDelta)
    {
        eDir eDir  = eDir.None;
        eDir eDirM = eDir.None;

        Console.SetCursorPosition(30, 40);
        Console.WriteLine(a_fDelta);

        if (eKey.Left.IsKeyDown() == true)
        {
            eDir = eDir.Left;
        }
        else if (eKey.Right.IsKeyDown() == true)
        {
            eDir = eDir.Right;
        }

        if (eKey.Down.IsKeyDown() == true)
        {
            eDir = eDir.Bottom;
        }
        else if (eKey.Up.IsKeyDown() == true)
        {
            eDir = eDir.Top;
        }

        if (eKey.Z.IsKeyDown() == true)
        {
            if (user.activeZ == false)
            {
                return(0);
            }
            foreach (var temp in monsters)
            {
                user.ActiveSkill(eSkillType.Fire, temp);
            }
            s.Update(user, a_fDelta);
        }


        if (eDir != eDir.None)
        {
            foreach (var temp in monsters)
            {
                eDirM = (eDir)ran.Next();
                temp.Move(eDirM);
            }
            user.Update(eDir);
        }

        return(0);
    }
Пример #13
0
        protected override void Update(GameTime gameTime)
        {
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
            {
                this.Exit();
            }

            InputController.Instance.Update(Keyboard.GetState());

            hero.Update(gameTime);
            camera.Position = hero.position;

            base.Update(gameTime);
        }
Пример #14
0
    public override int Update(float a_fDelta)
    {
        eDir eDir = eDir.None;

        if (eKey.Left.IsKeyDown() == true)
        {
            eDir = eDir.Left;
        }
        else if (eKey.Right.IsKeyDown() == true)
        {
            eDir = eDir.Right;
        }

        if (eKey.Down.IsKeyDown() == true)
        {
            eDir = eDir.Bottom;
        }
        else if (eKey.Up.IsKeyDown() == true)
        {
            eDir = eDir.Top;
        }

        if (eKey.Z.IsKeyDown() == true)
        {
            if (user.activeZ == false)
            {
                return(0);
            }
            foreach (var temp in monsters)
            {
                user.ActiveSkill(eSkillType.Fire, temp);
            }
            user.ActiveSkill(eSkillType.Fire, Boss);
            s.Update(user, a_fDelta);
        }

        if (eDir != eDir.None)
        {
            user.Update(eDir);
            Define.SaveStatus(user);
        }

        if (Boss.bExist == false)
        {
            return(2);
        }

        return(0);
    }
Пример #15
0
        public void update_hero_when_hero_added()
        {
            var  hero = new Hero();
            Hero hero = new Hero()
            {
                Id    = 4,
                Name  = "Dale",
                Pic   = "https://images2.minutemediacdn.com/image/upload/c_crop,h_1180,w_2100,x_0,y_94/f_auto,q_auto,w_1100/v1555001162/shape/mentalfloss/504106-wikipedia.jpg",
                Power = 3
            };

            hero.Update(hero);

            Assert.AreEqual(10, hero.GetHeroes().Power);

            //update Heroes[Test]
        }
Пример #16
0
        /// <summary>
        /// Update het speel scherm
        /// </summary>
        /// <param name="gameTime">GameTime object dat ervoor zorgt dat we iets op een bepaalde tijd kunnen afspelen</param>
        /// <param name="camera">Camera2D object dat de hero volgt</param>
        /// <param name="hero">Hero object dat we besturen</param>
        /// <param name="collisionObjects">Lijst met alle objecten die kunnen colliden</param>
        /// <param name="background">Background object voor de game</param>
        /// <param name="collider">Collider object die kijkt of er een collision gebeurt</param>
        /// <param name="currentLevel">Level object dat ons huidig level bevat</param>
        public void Update(GameTime gameTime, Camera2D camera, Hero hero, List <ICollide> collisionObjects, Background background, Collider collider, ref Level currentLevel)
        {
            MediaPlayer.Resume();
            KeyboardState keyboardState = Keyboard.GetState();

            screenManager.MakeMouseVisible(false);
            foreach (ButtonNextLevel nextLevelButton in collisionObjects.OfType <ButtonNextLevel>())
            {
                if (hero.CollisionRectangle.Intersects(nextLevelButton.CollisionRectangle) && hero.Velocity.Y > 5)
                {
                    loadNextLevel = true;
                }
            }
            if (keyboardState.IsKeyDown(Keys.Escape) && escapeReleased)
            {
                escapeReleased = false;
                MediaPlayer.Pause();
                screenManager.SetState(screenManager.GetPauseScreen());
            }
            if (keyboardState.IsKeyUp(Keys.Escape))
            {
                escapeReleased = true;
            }
            camera.Follow(hero);
            background.Update(hero.Position.X);
            hero.Update(gameTime, collisionObjects, collider);
            currentLevel.Update(gameTime, collisionObjects, collider);
            if (hero.AmountOfLives < 0 && hero.currentAnimation.CurrentFrame == hero.deathAnimation.frames[hero.deathAnimation.frames.Count - 1])
            {
                screenManager.SetState(screenManager.GetGameOverScreen());
            }
            if (loadNextLevel)
            {
                MediaPlayer.Pause();
                loadNextLevel = false;
                if (currentLevel is Level1)
                {
                    screenManager.SetState(screenManager.GetNextLevel1Screen());
                }
                else
                {
                    screenManager.SetState(screenManager.GetNextLevel2Screen());
                }
            }
        }
Пример #17
0
        protected override void Update(GameTime gameTime)
        {
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }

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

            foreach (CollisionTiles tile in lv1.CollisionTiles)
            {
                hero.Collision(hero.CollisionRectangle, tile.Rectangle, lv1.Width, lv1.Height);
                camera.Update(hero.Position, lv1.Width, lv1.Height);
            }

            base.Update(gameTime);
        }
 public void Update(GameTime gameTime, GameStateManager gameStateManager)
 {
     if (Keyboard.GetState().IsKeyDown(Keys.Escape) || escToggle)
     {
         escToggle = true;
         if (Keyboard.GetState().IsKeyUp(Keys.Escape))
         {
             gameStateManager.SetState(GameStateManager.States.Paused);
             escToggle = false;
         }
     }
     hero.Update(gameTime);
     level.Update(gameTime);
     hud.Update(gameTime);
     camera.MoveTo(-hero.Position.X);
     viewMatrix = camera.GetTransform();
     MouseReader.Update(gameTime);
 }
        /// <summary>
        /// Overrides the LevelFactory method DrawWorld from its super LevelFactory.
        /// Checks for collisions for the hero inside the level.
        /// </summary>
        /// <param name="gameTime"></param>
        /// <param name="hero"></param>
        /// <param name="content"></param>
        public override void CheckForCollision(GameTime gameTime, Hero hero, ContentManager content)
        {
            hero.Update(gameTime);

            heroCollisionChecker.CheckCollision();
            foreach (Blok blok in blokArray)
            {
                if (blok != null)
                {
                    if (blok.FinishLine)
                    {
                        Console.WriteLine("This is the end");
                        Console.WriteLine("-------------------------------------------------------------------------");
                        Console.WriteLine("");
                        EndOfLevel(content);
                    }
                }
            }
        }
Пример #20
0
        /// <summary>
        /// Allows the game component to update itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        public override void Update(GameTime gameTime)
        {
            if (State == PlayState.Dead)
            {
                //Play Dead Music
                // run dialog
            }
            else if (State == PlayState.Playing)
            {
                //General Updates
                Player.Update(gameTime);
                foreach (Enemy E in EnemyList)
                {
                    E.Update(gameTime);
                }

                foreach (Projectile P in ProjectileList)
                {
                    P.Update(gameTime);
                }

                //Change Game State ?
                if (Player.HitPoints < 0)
                {
                    RunDeadState();
                }
                else
                {
                    this.EnemyUpdate(gameTime);
                    this.ProjectileUpdate();

                    //Test CoDe, populate random enemies, etc
                    //AddNewEnemy();
                }
            }
            else if (State == PlayState.Paused)
            {
                PausePlay();
            }

            base.Update(gameTime);
        }
Пример #21
0
    public void Update(float deltaTime)
    {
        // Update Hero
        hero.Update(deltaTime);

        // Update NPC
        foreach (NPC n in npcs)
        {
            n.Update(deltaTime);
        }

        // Update Doors
        foreach (Fixture f in fixtures)
        {
            if (f.GetType() == typeof(Door))
            {
                (f as Door).Update(deltaTime);
            }
        }
    }
        public override void Update(GameTime gameTime)
        {
            hero.Update(gameTime);
            collisiondetect.walls = Levels.GetActiveWereld().ActiveRoom.GetCollisions();

            Levels.Update(gameTime);

            hitdetection.update(Levels.GetActiveWereld().ActiveRoom.enemies);

            //check victory
            if (Levels.Done())
            {
                _game.ChangeState(new VictoryState(_game, _graphicsDevice, _content, levelnumb));
            }
            else if (hero.status == CharState.death)
            {
                // death screen
                UpdateDeath(gameTime);
            }
        }
Пример #23
0
        public void Update(float timeElapsed)
        {
            try
            {
                _goblins.ToList().ForEach(goblin =>
                {
                    goblin.Update(timeElapsed);
                    enforceNonPenetrationConstraint(goblin);
                });
            }
            catch (Exception e)
            {
                Console.WriteLine("Goblin exception: " + e.Message + " stacktrace: " + e.StackTrace);
            }
            try
            {
                _hobgoblins.ForEach(hobgoblin =>
                {
                    hobgoblin.Update(timeElapsed);
                    enforceNonPenetrationConstraint(hobgoblin);
                });
            }
            catch (Exception e)
            {
                Console.WriteLine("Hobgoblin exception: " + e.Message + " stacktrace: " + e.StackTrace);
            }

            try
            {
                _corpses.ForEach(corpse =>
                {
                    corpse.Update(timeElapsed);
                });
            }
            catch (Exception e)
            {
                Console.WriteLine("Corpse exception: " + e.Message + " stacktrace: " + e.StackTrace);
            }

            Hero.Update(timeElapsed);
        }
Пример #24
0
        public void UpdateElements(GameTime gameTime)
        {
            myHero.Update(gameTime);

            IsCollided(myHero);
        }
Пример #25
0
        public override void Update(GameTime gameTime)
        {
            if (levelState == LevelState.Active)
            {
                foreach (Gem gem in gems)
                {
                    gem.Update(gameTime);
                }
                int       i            = 0;
                Rectangle boundingRect = hero.GetBoundingRect(hero.rect);

                while (i < gems.Count)
                {
                    if (gems[i].rect.Intersects(boundingRect))
                    {
                        gems.RemoveAt(i);
                        Score += 100;
                        sound.Play();
                        if (gems.Count == 0)
                        {
                            quit.quitPortalSound.Play();
                            quit.quitSound.Play();
                            quit.OpenPortal();
                        }
                    }
                    else
                    {
                        i++;
                    }
                }
                enter.Update(gameTime);
                hero.Update(gameTime);
                quit.Update(gameTime);
                shader.Update(gameTime);
                background.Update(gameTime);

                try
                {
                    foreach (AnimatedSprite enemy in enemies)
                    {
                        Rectangle enemyBoundingRect = enemy.GetBoundingRect(enemy.rect);
                        if (enemyBoundingRect.Intersects(boundingRect))
                        {
                            hero.health -= enemy.power * (float)gameTime.ElapsedGameTime.Ticks / 1000000;
                            if (hero.health <= 0)
                            {
                                Score = 0;
                                CreateLevel(0);
                            }
                        }
                        enemy.Update(gameTime);
                    }
                }
                catch (InvalidOperationException) { }

                /// Keys Event Handler For Level
                /// Новый уровень
                if (InputManager.IsKeyPress(Keys.Space))
                {
                    CreateLevel(2);
                }

                /// Пауза
                if (InputManager.IsKeyPress(Keys.P))
                {
                    oldLevelState = levelState;
                    levelState    = LevelState.Paused;
                }

                /// Выход в главное меню
                if (InputManager.IsKeyDown(Keys.Escape))
                {
                    oldLevelState = levelState;
                    levelState    = LevelState.Paused;
                    Game.Components.Add(new Transition(Game, null, new Menu(Game)));
                }
            }
            else
            {
                UpdateActiveUnits(gameTime);
            }
        }