public void Update(GameTime gameTime) { if (gameState == MiniGameState.Initialized) { gameState = MiniGameState.Running; } pointerPosition.X = ein.RightHand.Pos.X * 640; pointerPosition.Y = ein.RightHand.Pos.Y * 360; if (pointerPosition.X > 300 && pointerPosition.X < 468 && pointerPosition.Y > 400 && pointerPosition.Y < 562) { Difficulty = 1; } if (pointerPosition.X > 600 && pointerPosition.X < 768 && pointerPosition.Y > 400 && pointerPosition.Y < 562) { Difficulty = 2; } if (pointerPosition.X > 900 && pointerPosition.X < 1068 && pointerPosition.Y > 400 && pointerPosition.Y < 562) { Difficulty = 3; } }
public PaddleMiniGame(GraphicsDevice graphicsDevice) { this.graphicsDevice = graphicsDevice; sb = new SpriteBatch(graphicsDevice); tutorialTimer = 0; ein = Game1.ein; circleTexture = CreateCircle(8, graphicsDevice); gameState = MiniGameState.Initialized; physicsWorld = new World(new Vector2(0, 0.8f)); paddle = BodyFactory.CreateRectangle(physicsWorld, paddle_width * pixelToUnit, paddle_height * pixelToUnit, 1000f); paddle.BodyType = BodyType.Static; paddle.Position = new Vector2(320 * pixelToUnit, 240 * pixelToUnit); paddle_size = new Vector2(paddle_width * pixelToUnit, paddle_height * pixelToUnit); ball = BodyFactory.CreateCircle(physicsWorld, ball_radius * pixelToUnit, 1000f); ball.BodyType = BodyType.Dynamic; ball.Position = new Vector2(320 * pixelToUnit, 100 * pixelToUnit); ball.SleepingAllowed = false; }
public PinballMiniGame(GraphicsDevice graphicsDevice) { this.graphicsDevice = graphicsDevice; sb = new SpriteBatch(graphicsDevice); ein = new Kinect(0, 0); ein.Init(); circleTexture = CreateCircle(ball_radius, graphicsDevice); gameState = MiniGameState.Initialized; physicsWorld = new World(new Vector2(0, .982f)); paddleSize = new Vector2(300, 16); paddleLeft = BodyFactory.CreateRectangle(physicsWorld, paddleSize.X * 2 * pixelToUnit, paddleSize.Y * pixelToUnit, 1000f); paddleLeft.BodyType = BodyType.Dynamic; paddleLeft.Position = new Vector2(8 * pixelToUnit, (GameConstants.MiniGameCanvasHeight - 100) * pixelToUnit); paddleLeft.LocalCenter = new Vector2(0, 0); paddleLeft.SleepingAllowed = false; paddleLeft.Restitution = 1.0f; paddleLeft.IgnoreGravity = true; ball = BodyFactory.CreateCircle(physicsWorld, (ball_radius) * pixelToUnit, 1000f); ball.BodyType = BodyType.Dynamic; ball.Position = new Vector2(100 * pixelToUnit, 100 * pixelToUnit); ball.Restitution = 1.0f; ball.SleepingAllowed = false; }
private void GotBackBoard (MiniGameState state) { BoardData boardData = FindObjectOfType<BoardData>(); boardData.miniGameState = state; LevelLoader.Instance.LoadScene ("DevBoard"); boardData.gameState = GameState.GiveRewards; }
public void Update(GameTime gameTime) { if (gameState == MiniGameState.Initialized) { gameState = MiniGameState.Running; } KeyboardState ks = Keyboard.GetState(); }
public ColorCallMiniGame(GraphicsDevice graphicsDevice) { sb = new SpriteBatch(graphicsDevice); ein = new Kinect(0, 0); ein.Init(); gameState = MiniGameState.Initialized; }
public FootGame(GraphicsDevice graphicsDevice) { this.graphicsDevice = graphicsDevice; ein = Game1.ein; if ((new Random()).Next() % 2 == 0) { foot = "left"; } else { foot = "right"; } sb = new SpriteBatch(graphicsDevice); backgroundColor = new Color((float)Game1.GameRandom.NextDouble(), (float)Game1.GameRandom.NextDouble(), (float)Game1.GameRandom.NextDouble(), 1); gameState = MiniGameState.Initialized; }
public void Update(GameTime gameTime) { //3 seconds to lift foot //hold left foot up if (gameState == MiniGameState.Initialized) { gameState = MiniGameState.Running; } if (!ShowedTutorial) { tutorialTimer += gameTime.ElapsedGameTime.Milliseconds; if (tutorialTimer > tutorialDuration) { ShowedTutorial = true; } return; } if (!ein.LeftLegRaised && !ein.RightLegRaised || (foot == "right" && !ein.RightLegRaised && ein.LeftLegRaised) || (foot == "left" && ein.RightLegRaised && !ein.LeftLegRaised)) { holdUpTime = 0.0f; initialTime += gameTime.ElapsedGameTime.Milliseconds; if (footInProgress) lose = true; } else { initialTime = 0.0f; holdUpTime += gameTime.ElapsedGameTime.Milliseconds; footInProgress = true; } if (initialTime > 5000) { lose = true; } if (holdUpTime > 5000) { win = true; } }
public MingameBase() { myState = MiniGameState.NOTSTARTED; }
public void SetMiniGameByIndex (int indexMiniGame, MiniGameState miniGameState,int miniGamesViewed) { this.miniGamesView = miniGamesViewed; CurrentMiniGame = this.miniGames [indexMiniGame]; CurrentMiniGame.state = miniGameState; }
public BrickMiniGame(GraphicsDevice graphicsDevice) { targets = new List<Body>(); this.graphicsDevice = graphicsDevice; sb = new SpriteBatch(graphicsDevice); ein = Game1.ein; circleTexture = CreateCircle(ballRadius, graphicsDevice); paddleTexture = CreateCircle(paddleRadius, graphicsDevice); targetTexture = CreateCircle(targetRadius, graphicsDevice); gameState = MiniGameState.Initialized; physicsWorld = new World(new Vector2(0, 0f)); Random rand = new Random(DateTime.Now.Ticks.GetHashCode()); for (int i = 0; i < 2; i++) { Body body = BodyFactory.CreateCircle(physicsWorld, targetRadius * pixelToUnit, 1000f); body.BodyType = BodyType.Static; body.Position = new Vector2((float)(32 + rand.NextDouble() * (GameConstants.MiniGameCanvasWidth - 64)) * pixelToUnit, (float)(32 + rand.NextDouble() * (GameConstants.MiniGameCanvasHeight - 150)) * pixelToUnit); targets.Add(body); } paddle = BodyFactory.CreateCircle(physicsWorld, paddleRadius * pixelToUnit, 1000f); paddle.BodyType = BodyType.Dynamic; paddle.Position = new Vector2(GameConstants.MiniGameCanvasWidth / 2 * pixelToUnit, (GameConstants.MiniGameCanvasHeight+20) * pixelToUnit); paddle.SleepingAllowed = false; paddle.Restitution = 1.0f; paddle.IgnoreGravity = true; paddle.Mass = 10000000; paddle.Friction = 0; wallLeft = BodyFactory.CreateRectangle(physicsWorld, 16 * pixelToUnit, GameConstants.MiniGameCanvasHeight * pixelToUnit, 1000f); wallLeft.BodyType = BodyType.Static; wallLeft.Position = new Vector2(0, GameConstants.MiniGameCanvasHeight / 2f * pixelToUnit); wallLeft.SleepingAllowed = false; wallLeft.Restitution = 1.0f; wallLeft.Friction = 0; wallRight = BodyFactory.CreateRectangle(physicsWorld, 16 * pixelToUnit, GameConstants.MiniGameCanvasHeight * pixelToUnit, 1000f); wallRight.BodyType = BodyType.Static; wallRight.Position = new Vector2(GameConstants.MiniGameCanvasWidth * pixelToUnit, GameConstants.MiniGameCanvasHeight / 2f * pixelToUnit); wallRight.SleepingAllowed = false; wallRight.Restitution = 1.0f; wallRight.Friction = 0; wallTop = BodyFactory.CreateRectangle(physicsWorld, GameConstants.MiniGameCanvasWidth * pixelToUnit, 16 * pixelToUnit, 1000f); wallTop.BodyType = BodyType.Static; wallTop.Position = new Vector2(GameConstants.MiniGameCanvasWidth / 2 * pixelToUnit, 0); wallTop.SleepingAllowed = false; wallTop.Restitution = 1.0f; wallTop.Friction = 0; ball = BodyFactory.CreateCircle(physicsWorld, (ballRadius) * pixelToUnit, 1000f); ball.BodyType = BodyType.Dynamic; ball.Position = new Vector2(GameConstants.MiniGameCanvasWidth / 2 * pixelToUnit, (GameConstants.MiniGameCanvasHeight - 100) * pixelToUnit); ball.Restitution = 1.0f; ball.Mass = 200; ball.SleepingAllowed = false; ball.AngularDamping = 1.0f; ball.FixedRotation = true; ball.Friction = 0; float speed = 8; float theta = (float)(Math.PI / 4 + new Random().NextDouble() * Math.PI / 2); float x = (float)Math.Cos(theta) * speed; float y = (float)-Math.Sin(theta) * speed; ball.LinearVelocity = new Vector2(x, y); while (Math.Abs(ball.LinearVelocity.X) < 0.1 && Math.Abs(ball.LinearVelocity.Y) < 0.1) { theta = (float)(Math.PI / 4 + new Random().NextDouble() * Math.PI / 2); x = (float)Math.Cos(theta) * speed; y = (float)-Math.Sin(theta) * speed; ball.LinearVelocity = new Vector2(x, y); } }
public void FinishMiniGame ( MiniGameState state ) { this.miniGameState = state; gameState = GameState.GiveRewards; }
public BrickMiniGame(GraphicsDevice graphicsDevice) { targets = new List <Body>(); this.graphicsDevice = graphicsDevice; sb = new SpriteBatch(graphicsDevice); ein = Game1.ein; circleTexture = CreateCircle(ballRadius, graphicsDevice); paddleTexture = CreateCircle(paddleRadius, graphicsDevice); targetTexture = CreateCircle(targetRadius, graphicsDevice); gameState = MiniGameState.Initialized; physicsWorld = new World(new Vector2(0, 0f)); Random rand = new Random(DateTime.Now.Ticks.GetHashCode()); for (int i = 0; i < 2; i++) { Body body = BodyFactory.CreateCircle(physicsWorld, targetRadius * pixelToUnit, 1000f); body.BodyType = BodyType.Static; body.Position = new Vector2((float)(32 + rand.NextDouble() * (GameConstants.MiniGameCanvasWidth - 64)) * pixelToUnit, (float)(32 + rand.NextDouble() * (GameConstants.MiniGameCanvasHeight - 150)) * pixelToUnit); targets.Add(body); } paddle = BodyFactory.CreateCircle(physicsWorld, paddleRadius * pixelToUnit, 1000f); paddle.BodyType = BodyType.Dynamic; paddle.Position = new Vector2(GameConstants.MiniGameCanvasWidth / 2 * pixelToUnit, (GameConstants.MiniGameCanvasHeight + 20) * pixelToUnit); paddle.SleepingAllowed = false; paddle.Restitution = 1.0f; paddle.IgnoreGravity = true; paddle.Mass = 10000000; paddle.Friction = 0; wallLeft = BodyFactory.CreateRectangle(physicsWorld, 16 * pixelToUnit, GameConstants.MiniGameCanvasHeight * pixelToUnit, 1000f); wallLeft.BodyType = BodyType.Static; wallLeft.Position = new Vector2(0, GameConstants.MiniGameCanvasHeight / 2f * pixelToUnit); wallLeft.SleepingAllowed = false; wallLeft.Restitution = 1.0f; wallLeft.Friction = 0; wallRight = BodyFactory.CreateRectangle(physicsWorld, 16 * pixelToUnit, GameConstants.MiniGameCanvasHeight * pixelToUnit, 1000f); wallRight.BodyType = BodyType.Static; wallRight.Position = new Vector2(GameConstants.MiniGameCanvasWidth * pixelToUnit, GameConstants.MiniGameCanvasHeight / 2f * pixelToUnit); wallRight.SleepingAllowed = false; wallRight.Restitution = 1.0f; wallRight.Friction = 0; wallTop = BodyFactory.CreateRectangle(physicsWorld, GameConstants.MiniGameCanvasWidth * pixelToUnit, 16 * pixelToUnit, 1000f); wallTop.BodyType = BodyType.Static; wallTop.Position = new Vector2(GameConstants.MiniGameCanvasWidth / 2 * pixelToUnit, 0); wallTop.SleepingAllowed = false; wallTop.Restitution = 1.0f; wallTop.Friction = 0; ball = BodyFactory.CreateCircle(physicsWorld, (ballRadius) * pixelToUnit, 1000f); ball.BodyType = BodyType.Dynamic; ball.Position = new Vector2(GameConstants.MiniGameCanvasWidth / 2 * pixelToUnit, (GameConstants.MiniGameCanvasHeight - 100) * pixelToUnit); ball.Restitution = 1.0f; ball.Mass = 200; ball.SleepingAllowed = false; ball.AngularDamping = 1.0f; ball.FixedRotation = true; ball.Friction = 0; float speed = 8; float theta = (float)(Math.PI / 4 + new Random().NextDouble() * Math.PI / 2); float x = (float)Math.Cos(theta) * speed; float y = (float)-Math.Sin(theta) * speed; ball.LinearVelocity = new Vector2(x, y); while (Math.Abs(ball.LinearVelocity.X) < 0.1 && Math.Abs(ball.LinearVelocity.Y) < 0.1) { theta = (float)(Math.PI / 4 + new Random().NextDouble() * Math.PI / 2); x = (float)Math.Cos(theta) * speed; y = (float)-Math.Sin(theta) * speed; ball.LinearVelocity = new Vector2(x, y); } }
public void SetMiniGameByIndex(int indexMiniGame, MiniGameState miniGameState, int miniGamesViewed) { this.miniGamesView = miniGamesViewed; CurrentMiniGame = this.miniGames [indexMiniGame]; CurrentMiniGame.state = miniGameState; }
public void Update(GameTime gameTime) { if (gameState == MiniGameState.Initialized) { gameState = MiniGameState.Running; } if (!ShowedTutorial) { tutorialTimer += gameTime.ElapsedGameTime.Milliseconds; if (tutorialTimer > tutorialDuration) { ShowedTutorial = true; } return; } pushAlienTimer += gameTime.ElapsedGameTime.Milliseconds; if (pushAlienTimer > timeBetweenNewAliens) { pushAlienTimer = 0; aliens.Add(new Alien(this)); } if (killCount >= 5) { gameState = MiniGameState.Win; } { string lastColor = ein.LastColor; if (!String.IsNullOrEmpty(lastColor)) { bool assigned = true; Alien.AlienColor winColor = Alien.AlienColor.Red; switch (lastColor) { case "RED": winColor = Alien.AlienColor.Red; break; case "GREEN": winColor = Alien.AlienColor.Green; break; case "YELLOW": winColor = Alien.AlienColor.Yellow; break; case "BLUE": winColor = Alien.AlienColor.Blue; break; default: assigned = false; break; } if (assigned) { foreach (Alien al in aliens) { if (al.color == winColor) { bullets.Add(new PlayerBullet(playerPosition, al, this)); playerAngle = (float)(Math.Atan2(al.position.Y - playerPosition.Y, al.position.X - playerPosition.X)); break; } } } } } for (int i = 0; i < 100; i++) { stars[i].Update(gameTime); } foreach (PlayerBullet b in bullets) { b.Update(gameTime); } foreach (Alien al in aliens) { al.Update(gameTime); if (al.dead) { for (int i = 0; i < 7; i++) { particles.Add(new Particle(al.position, (float)(Game1.GameRandom.NextDouble() * Math.PI * 2), 3)); } } } for (int i = 0; i < particles.Count; i++) { particles[i].Update(gameTime); } bullets.RemoveAll(BulletDead); aliens.RemoveAll(AlienDead); particles.RemoveAll(ParticleDead); #if CHANGE_BG_COLOR { string lastColor = ein.LastColor; if (!string.IsNullOrEmpty(lastColor)) { switch (lastColor) { case "RED": bgColor = Color.Red; break; case "GREEN": bgColor = Color.Green; break; case "YELLOW": bgColor = Color.Yellow; break; case "BLUE": bgColor = Color.Blue; break; default: break; } } } #endif }
public void Update(GameTime gameTime) { if (gameState == MiniGameState.Initialized) { gameState = MiniGameState.Running; } if (!ShowedTutorial) { tutorialTimer += gameTime.ElapsedGameTime.Milliseconds; if (tutorialTimer > tutorialDuration) { ShowedTutorial = true; } return; } string col = ein.LastColor; if (!String.IsNullOrEmpty(col)) { //Check if the text version of the rendered color is said. if (col.Equals(colorsStrings[colorIndex])) { correct++; resetDisplay(); if (correct == 5) { win = true; ein.LastColor = string.Empty; } } else { lose = true; } } time -= gameTime.ElapsedGameTime.Milliseconds; if (time <= 0) { lose = true; } }
public void FinishMiniGame(MiniGameState state) { this.miniGameState = state; gameState = GameState.GiveRewards; }
public void Update(GameTime gameTime) { if (gameState == MiniGameState.Initialized) { gameState = MiniGameState.Running; } if (!ShowedTutorial) { tutorialTimer += gameTime.ElapsedGameTime.Milliseconds; if (tutorialTimer > tutorialDuration) { ShowedTutorial = true; } return; } winTimer += gameTime.ElapsedGameTime.Milliseconds; if (winTimer > 10000) { win = true; } if (ball.Position.Y * unitToPixel > GameConstants.MiniGameCanvasHeight) { lost = true; } KeyboardState ks = Keyboard.GetState(); if (ks.IsKeyDown(Keys.Tab)) { ball.Position = new Vector2(320 * pixelToUnit, 100 * pixelToUnit); ball.AngularVelocity = 0; ball.LinearVelocity = Vector2.Zero; } /* if (ks.IsKeyDown(Keys.A)) { paddle.Rotation += 0.01f; } else if (ks.IsKeyDown(Keys.D)) { paddle.Rotation -= 0.01f; } */ //paddle.Rotation -= (ein.RightHandAngle)/50.0f; //paddle.Rotation = -ein.RightHandAngle; if (Math.Abs(paddle.Rotation - (-1 * ein.RHRSAngle)) > 0.025f) { if (paddle.Rotation < (-1 * ein.RHRSAngle)) { paddle.Rotation += 0.051f; } else if (paddle.Rotation > (-1 * ein.RHRSAngle)) { paddle.Rotation -= 0.051f; } } // Simulate physics. physicsWorld.Step((float)gameTime.ElapsedGameTime.TotalSeconds); }
public void Update(GameTime gameTime) { if (gameState == MiniGameState.Initialized) { gameState = MiniGameState.Running; } winTimer += gameTime.ElapsedGameTime.Milliseconds; if (winTimer > 10000 && !win) { lose = true; } if (score >= 3) { win = true; } if (!ShowedTutorial) { tutorialTimer += gameTime.ElapsedGameTime.Milliseconds; if (tutorialTimer > tutorialDuration) { ShowedTutorial = true; } return; } if (prizeGet) { body3.Position = new Vector2(random.Next(1, GameConstants.MiniGameCanvasWidth) * pixelToUnit, random.Next(1, GameConstants.MiniGameCanvasHeight) * pixelToUnit); prizeGet = false; score++; } //Console.WriteLine(prizeGet); /*if (body.Position.X > body3.Position.X - ((width3 / 2) * pixelToUnit) && body.Position.X < (body3.Position.X + ((width3 / 2) * pixelToUnit)) && body.Position.Y > body3.Position.Y - ((height3 / 2) * pixelToUnit) && body.Position.Y < body3.Position.Y + ((height3 / 2) * pixelToUnit)) * { * if (leftGripped) * prizeGet = true; * }*/ if (body2.Position.X > body3.Position.X - ((width3 / 2) * pixelToUnit) && body2.Position.X < (body3.Position.X + ((width3 / 2) * pixelToUnit)) && body2.Position.Y > body3.Position.Y - ((height3 / 2) * pixelToUnit) && body2.Position.Y < body3.Position.Y + ((height3 / 2) * pixelToUnit)) { if (rightGripped) { prizeGet = true; } } /*if (ein.LeftHand.Gripped) * { * PlainTextureLeft.SetData(new[] { Color.Red }); * leftGripped = true; * } * if (ein.LeftHand.Released) * { * PlainTextureLeft.SetData(new[] { Color.White }); * leftGripped = false; * }*/ if (ein.RightHand.Gripped) { PlainTextureRight.SetData(new[] { Color.Red }); rightGripped = true; } if (ein.RightHand.Released) { PlainTextureRight.SetData(new[] { Color.White }); rightGripped = false; } //if(ein.LeftHand.Active) //body.Position = new Vector2(((ein.LeftHand.Pos.X+.5f) * GameConstants.MiniGameCanvasWidth/2 ) * pixelToUnit, ein.LeftHand.Pos.Y * GameConstants.MiniGameCanvasHeight * pixelToUnit); if (ein.RightHand.Active) { body2.Position = new Vector2((ein.RightHand.Pos.X / 2 * GameConstants.MiniGameCanvasWidth / 2 + GameConstants.MiniGameCanvasWidth / 2) * pixelToUnit, ein.RightHand.Pos.Y * GameConstants.MiniGameCanvasHeight * pixelToUnit); } //Console.WriteLine(ein.LeftHand.Pos.Y); // Simulate physics. world.Step((float)gameTime.ElapsedGameTime.TotalSeconds); }
public void Update(GameTime gameTime) { if (gameState == MiniGameState.Initialized) { gameState = MiniGameState.Running; } winTimer += gameTime.ElapsedGameTime.Milliseconds; if (winTimer > 10000 && !win) { lose = true; } if (score >= 3) { win = true; } if (!ShowedTutorial) { tutorialTimer += gameTime.ElapsedGameTime.Milliseconds; if (tutorialTimer > tutorialDuration) { ShowedTutorial = true; } return; } if (prizeGet) { body3.Position = new Vector2(random.Next(1, GameConstants.MiniGameCanvasWidth) * pixelToUnit, random.Next(1, GameConstants.MiniGameCanvasHeight) * pixelToUnit); prizeGet = false; score++; } //Console.WriteLine(prizeGet); if (body.Position.X > body3.Position.X - ((width3 / 2) * pixelToUnit) && body.Position.X < (body3.Position.X + ((width3 / 2) * pixelToUnit)) && body.Position.Y > body3.Position.Y - ((height3 / 2) * pixelToUnit) && body.Position.Y < body3.Position.Y + ((height3 / 2) * pixelToUnit)) { if (leftGripped) prizeGet = true; } /*if (body2.Position.X > body3.Position.X - ((width3 / 2) * pixelToUnit) && body2.Position.X < (body3.Position.X + ((width3 / 2) * pixelToUnit)) && body2.Position.Y > body3.Position.Y - ((height3 / 2) * pixelToUnit) && body2.Position.Y < body3.Position.Y + ((height3 / 2) * pixelToUnit)) { if (rightGripped) prizeGet = true; }*/ if (ein.LeftHand.Gripped) { PlainTextureLeft.SetData(new[] { Color.Red }); leftGripped = true; } if (ein.LeftHand.Released) { PlainTextureLeft.SetData(new[] { Color.White }); leftGripped = false; } /*if (ein.RightHand.Gripped) { PlainTextureRight.SetData(new[] { Color.Red }); rightGripped = true; } if (ein.RightHand.Released) { PlainTextureRight.SetData(new[] { Color.White }); rightGripped = false; }*/ if(ein.LeftHand.Active) body.Position = new Vector2(((ein.LeftHand.Pos.X+.5f) * GameConstants.MiniGameCanvasWidth/2 ) * pixelToUnit, ein.LeftHand.Pos.Y * GameConstants.MiniGameCanvasHeight * pixelToUnit); if(ein.RightHand.Active) //body2.Position = new Vector2((ein.RightHand.Pos.X/2 * GameConstants.MiniGameCanvasWidth/2 + GameConstants.MiniGameCanvasWidth/2) * pixelToUnit, ein.RightHand.Pos.Y * GameConstants.MiniGameCanvasHeight * pixelToUnit); //Console.WriteLine(ein.LeftHand.Pos.Y); // Simulate physics. world.Step((float)gameTime.ElapsedGameTime.TotalSeconds); }
public void Start() { CurrentMiniGameState = MiniGameState.Inactive; slingshot.enabled = false; }
public void Update(GameTime gameTime) { if (gameState == MiniGameState.Initialized) { gameState = MiniGameState.Running; } KeyboardState ks = Keyboard.GetState(); if (ks.IsKeyDown(Keys.Tab)) { ball.Position = new Vector2(320 * pixelToUnit, 100 * pixelToUnit); ball.AngularVelocity = 0; ball.LinearVelocity = Vector2.Zero; } if (ks.IsKeyDown(Keys.A)) { paddleRight.Rotation += 0.05f; paddleLeft.Rotation -= 0.05f; } else if (ks.IsKeyDown(Keys.D)) { paddleRight.Rotation -= 0.05f; paddleLeft.Rotation += 0.05f; } //paddle.Rotation -= (ein.RightHandAngle)/50.0f; //paddle.Rotation = -ein.RightHandAngle; /* if (Math.Abs(paddle.Rotation - (-1 * ein.RHRSAngle)) > 0.025f) { if (paddle.Rotation < (-1 * ein.RHRSAngle)) { paddle.Rotation += 0.051f; } else if (paddle.Rotation > (-1 * ein.RHRSAngle)) { paddle.Rotation -= 0.051f; } } * */ // Simulate physics. physicsWorld.Step((float)gameTime.ElapsedGameTime.TotalSeconds); }
public void ResetState() { RocketLaunchGameState = MiniGameState.NOT_STARTED; }
public void Update(GameTime gameTime) { if (gameState == MiniGameState.Initialized) { gameState = MiniGameState.Running; } KeyboardState ks = Keyboard.GetState(); if (!ShowedTutorial) { tutorialTimer += gameTime.ElapsedGameTime.Milliseconds; if (tutorialTimer > tutorialDuration) { ShowedTutorial = true; } return; } if (Math.Abs(ball.LinearVelocity.X) < .5) ball.LinearVelocity = new Vector2(ball.LinearVelocity.X+4,ball.LinearVelocity.Y); if (Math.Abs(ball.LinearVelocity.Y) < .5) ball.LinearVelocity = new Vector2(ball.LinearVelocity.X, ball.LinearVelocity.Y+4); ball.OnCollision +=ball_OnCollision; if (ks.IsKeyDown(Keys.Tab)) { ball.Position = new Vector2(320 * pixelToUnit, 100 * pixelToUnit); ball.AngularVelocity = 0; ball.LinearVelocity = Vector2.Zero; } float x = (float)(ein.UserX / .5) * (GameConstants.MiniGameCanvasWidth/2.0f) + (GameConstants.MiniGameCanvasWidth) / 2; paddle.Position = new Vector2(x * pixelToUnit, paddle.Position.Y); if (!win && ball.Position.Y*unitToPixel >= GameConstants.MiniGameCanvasHeight) { lose = true; } // Simulate physics. physicsWorld.Step((float)gameTime.ElapsedGameTime.TotalSeconds); }
public void Update(GameTime gameTime) { if (gameState == MiniGameState.Initialized) { gameState = MiniGameState.Running; } if (!ShowedTutorial) { tutorialTimer += gameTime.ElapsedGameTime.Milliseconds; if (tutorialTimer > tutorialDuration) { ShowedTutorial = true; } return; } Random random = new Random(); int randomNumber = random.Next(0, 100); if (randomNumber > 70 && enemy_body.Position.X < 0) { enemy_body.ResetDynamics(); enemy_body.ApplyForce(new Vector2(-.6f, 0)); enemy_body.Position = new Vector2(GameConstants.MiniGameCanvasWidth * pixelToUnit, (floor_posy - 100) * pixelToUnit); } if (body.Position.X < 0) { lost = true; } else if (body.Position.X * unitToPixel > GameConstants.MiniGameCanvasWidth) { win = true; } body.OnCollision += body_OnCollision; float enemyForce = .3f; Vector2 force1 = new Vector2(0, 0); float forcePower = 32.5f; if (Keyboard.GetState(PlayerIndex.One).IsKeyDown(Keys.Up)) { if (on_Ground) { force1 += new Vector2(15f, -forcePower); on_Ground = false; } } //rod_body.ApplyForce(new Vector2(0, -4.7f)); //rod_body.ApplyTorque(10.0f); //floor_body.ApplyForce(force1,new Vector2(floor_width/2,0)); if (lastForearm != null) { if ((ein.LHLEVector.Y - lastForearm.Y) > .05f) { if (on_Ground) { force1 += new Vector2(3.5f, -forcePower); on_Ground = false; } } } lastForearm = ein.LHLEVector; body.ApplyForce(force1); enemy_body.ApplyForce(new Vector2(-enemyForce, 0)); world.Step((float)gameTime.ElapsedGameTime.TotalSeconds); }
public void Update(GameTime gameTime) { if (gameState == MiniGameState.Initialized) { gameState = MiniGameState.Running; } if (!ShowedTutorial) { tutorialTimer += gameTime.ElapsedGameTime.Milliseconds; if (tutorialTimer > tutorialDuration) { ShowedTutorial = true; } return; } winTimer += gameTime.ElapsedGameTime.Milliseconds; if (colliding == false) body.OnCollision += body_OnCollision; else { body2.Position = new Vector2(random.Next(1, GameConstants.MiniGameCanvasWidth) * pixelToUnit, random.Next(1, GameConstants.MiniGameCanvasHeight) * pixelToUnit); //Console.WriteLine("Score +1"); score++; colliding = false; } if (score >= 2 && !lose) { win = true; } if (winTimer > 10000 && !win) { lose = true; } body.Position = new Vector2((((ein.UserX / .5f) * GameConstants.MiniGameCanvasWidth / 2) + GameConstants.MiniGameCanvasWidth/2) * pixelToUnit, (((ein.UserZ -.9f) * GameConstants.MiniGameCanvasHeight / 2)) * pixelToUnit); // Simulate physics. world.Step((float)gameTime.ElapsedGameTime.TotalSeconds); }
public void Update(GameTime gameTime) { if (gameState == MiniGameState.Initialized) { gameState = MiniGameState.Running; } if (!ShowedTutorial) { tutorialTimer += gameTime.ElapsedGameTime.Milliseconds; if (tutorialTimer > tutorialDuration) { ShowedTutorial = true; } return; } winTimer += gameTime.ElapsedGameTime.Milliseconds; if (winTimer > 10000) { win = true; } if (ball.Position.Y * unitToPixel > GameConstants.MiniGameCanvasHeight) { lost = true; } KeyboardState ks = Keyboard.GetState(); if (ks.IsKeyDown(Keys.Tab)) { ball.Position = new Vector2(320 * pixelToUnit, 100 * pixelToUnit); ball.AngularVelocity = 0; ball.LinearVelocity = Vector2.Zero; } /* * if (ks.IsKeyDown(Keys.A)) * { * paddle.Rotation += 0.01f; * } * else if (ks.IsKeyDown(Keys.D)) * { * paddle.Rotation -= 0.01f; * } */ //paddle.Rotation -= (ein.RightHandAngle)/50.0f; //paddle.Rotation = -ein.RightHandAngle; if (Math.Abs(paddle.Rotation - (-1 * ein.RHRSAngle)) > 0.025f) { if (paddle.Rotation < (-1 * ein.RHRSAngle)) { paddle.Rotation += 0.051f; } else if (paddle.Rotation > (-1 * ein.RHRSAngle)) { paddle.Rotation -= 0.051f; } } // Simulate physics. physicsWorld.Step((float)gameTime.ElapsedGameTime.TotalSeconds); }