/// <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); }
/// <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); }
/// <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); }
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); }
public virtual void DoUpdate() { mInputWrapper.Update(); }