public override void Update(GameTime gameTime) { if (Mouse.GetState().LeftButton == ButtonState.Pressed) { _particleEngine.EngineEnable = true; _particleEngine.Position = new Vector2(Mouse.GetState().X, Mouse.GetState().Y); } else { _particleEngine.EngineEnable = false; } _particleEngine.Update(); }
/// <summary> /// Update game state and all content. Should be called once every redraw, possibly called /// more often than the draws but only if it exceeds time between frame draws. /// </summary> /// <param name="gameTime">Current time information of the application</param> protected override void Update(GameTime gameTime) { cDevConsole.Update(gameTime); cSparkles.Update(gameTime); cShowingLbl.Text = String.Format("Showing {0} Particles", cSparkles.ParticleList.Count); cShowingLbl.Update(gameTime); cSettingsCont.Update(gameTime); cAddParitclesBtn.Update(gameTime); cNumParticlesLbl.Update(gameTime); cNumParticlesTxt.Update(gameTime); cHeightLbl.Update(gameTime); cHeightMinTxt.Update(gameTime); cHeightMaxTxt.Update(gameTime); cWidthLbl.Update(gameTime); cWidthMinTxt.Update(gameTime); cWidthMaxTxt.Update(gameTime); cRedLbl.Update(gameTime); cRedMinTxt.Update(gameTime); cRedMaxTxt.Update(gameTime); cGreenLbl.Update(gameTime); cGreenMinTxt.Update(gameTime); cGreenMaxTxt.Update(gameTime); cBlueLbl.Update(gameTime); cBlueMinTxt.Update(gameTime); cBlueMaxTxt.Update(gameTime); cLifeLbl.Update(gameTime); cLifeMinTxt.Update(gameTime); cLifeMaxTxt.Update(gameTime); cDelayLbl.Update(gameTime); cDelayMinTxt.Update(gameTime); cDelayMaxTxt.Update(gameTime); cXDistLbl.Update(gameTime); cXDistMinTxt.Update(gameTime); cXDistMaxTxt.Update(gameTime); cYDistLbl.Update(gameTime); cYDistMinTxt.Update(gameTime); cYDistMaxTxt.Update(gameTime); cRotateLbl.Update(gameTime); cRotateMinTxt.Update(gameTime); cRotateMaxTxt.Update(gameTime); cRotateAfterBtn.Update(gameTime); cAlphaFadeBtn.Update(gameTime); //Use monogame update base.Update(gameTime); }
public override void Update(GameTime gameTime) { _particleEngine.Position = new Vector2(Mouse.GetState().X, Mouse.GetState().Y); _particleEngine.Update(); }
protected override void Update(GameTime gameTime) { KeyboardState CurrKeys = Keyboard.GetState(); MouseState CurrMouse = Mouse.GetState(); Particle2D BulletInfo, EnemyInfo; List <int> ParticlesToRemove = new List <int>(); int Ctr, Cnt; if (cAliveSince == 0) { cAliveSince = (uint)gameTime.TotalGameTime.TotalSeconds; } if (cLastAsteroid < gameTime.TotalGameTime.TotalMilliseconds) //Create new asteroid { if ((cSpawnNum % 3 != 0) && (cEnemyKills >= cAsteroids.ParticleList.Count)) { for (Ctr = 0; Ctr < 1 + (cEnemyKills / 20); Ctr++) { CreateNewAsteroid(100, new Vector2(-1, -1)); } } else { Vector2 StartPos; StartPos.X = (float)(cRandom.NextDouble() * cGraphDevMgr.GraphicsDevice.Viewport.Width); StartPos.Y = cRandom.Next(-2, 1) * 60; if (StartPos.Y == 0) { StartPos.Y = cGraphDevMgr.GraphicsDevice.Viewport.Height; } CreateNewHunter(60, StartPos); } cSpawnNum++; cLastAsteroid = gameTime.TotalGameTime.TotalMilliseconds + 2000; } //Check for player input Ctr = (int)(500 - cEnemyKillsMax); //Calculate the minimum time between shots if (Ctr > 400) { Ctr = 400; } else if (Ctr < 100) { Ctr = 50; } if (((CurrKeys.IsKeyDown(Keys.Space) == true) || (CurrMouse.LeftButton == ButtonState.Pressed)) && (cLastShot < gameTime.TotalGameTime.TotalMilliseconds - Ctr)) { PlayerFireBullet(); cLastShot = gameTime.TotalGameTime.TotalMilliseconds; } if ((CurrKeys.IsKeyDown(Keys.OemTilde) == true) && (cPriorKeyState.IsKeyDown(Keys.OemTilde) == false)) { cDevConsole.ToggleVisible(); } cUFOs.Update(gameTime); cAsteroids.Update(gameTime); cEnemyBullets.Update(gameTime); cPlayerBullets.Update(gameTime); cPlayerShip.Update(gameTime, CurrKeys, CurrMouse); cSparkles.Update(gameTime); cDevConsole.Update(gameTime, CurrKeys, CurrMouse); //Collision detection cPlayerShip.ImageTint = Color.White; for (Cnt = 0; Cnt < cAsteroids.ParticleList.Count; Cnt++) { EnemyInfo = (Particle2D)cAsteroids.ParticleList[Cnt]; //Are bullts hitting the asteroid? for (Ctr = 0; Ctr < cPlayerBullets.ParticleList.Count; Ctr++) { BulletInfo = (Particle2D)cPlayerBullets.ParticleList[Ctr]; if (BulletInfo.TestCollision(EnemyInfo.GetCollisionRegions()) == true) { CreateParticleBurst(new Vector2(EnemyInfo.TopLeft.X + (EnemyInfo.Width / 2), EnemyInfo.TopLeft.Y + (EnemyInfo.Height / 2)), 25 * EnemyInfo.Height / 6, EnemyInfo.Height / 3, Color.SaddleBrown, cTextureDict[Textures.Dust]); //Spawn little asteroids if (EnemyInfo.Height > 50) { Vector2 TopLeft; TopLeft.X = EnemyInfo.TopLeft.X + (EnemyInfo.Width / 2) - (EnemyInfo.Width * 0.35f); TopLeft.Y = EnemyInfo.TopLeft.Y + (EnemyInfo.Height / 2) - (EnemyInfo.Height * 0.35f); CreateNewAsteroid((int)(EnemyInfo.Width * 0.7f), TopLeft); CreateNewAsteroid((int)(EnemyInfo.Width * 0.7f), TopLeft); } //Destroy shot and large asteroid ParticlesToRemove.Add(Cnt); cPlayerBullets.ParticleList.RemoveAt(Ctr); cEnemyKills++; break; //Exit inner loop so each bullet ony gets 1 asteroid } } //Is the asteroid hitting the player? if (EnemyInfo.TestCollision(cPlayerShip) == true) { cPlayerShip.ImageTint = Color.Red; CreateParticleBurst(new Vector2(EnemyInfo.TopLeft.X + (EnemyInfo.Width / 2), EnemyInfo.TopLeft.Y + (EnemyInfo.Height / 2)), 25 * EnemyInfo.Height / 6, EnemyInfo.Height / 3, Color.SaddleBrown, cTextureDict[Textures.Dust]); //Spawn little asteroids if (EnemyInfo.Height > 50) { Vector2 TopLeft; TopLeft.X = EnemyInfo.TopLeft.X + (EnemyInfo.Width / 2) - (EnemyInfo.Width * 0.35f); TopLeft.Y = EnemyInfo.TopLeft.Y + (EnemyInfo.Height / 2) - (EnemyInfo.Height * 0.35f); CreateNewAsteroid((int)(EnemyInfo.Width * 0.7f), TopLeft); CreateNewAsteroid((int)(EnemyInfo.Width * 0.7f), TopLeft); } //Destroy asteroid ParticlesToRemove.Add(Cnt); PlayerHit(gameTime); } } for (Cnt = ParticlesToRemove.Count - 1; Cnt >= 0; Cnt--) { cAsteroids.ParticleList.RemoveAt(ParticlesToRemove[Cnt]); } ParticlesToRemove.Clear(); for (Cnt = 0; Cnt < cUFOs.ParticleList.Count; Cnt++) { EnemyInfo = (Particle2D)cUFOs.ParticleList[Cnt]; //Are bullts hitting the UFO? for (Ctr = 0; Ctr < cPlayerBullets.ParticleList.Count; Ctr++) { BulletInfo = (Particle2D)cPlayerBullets.ParticleList[Ctr]; if (BulletInfo.TestCollision(EnemyInfo.GetCollisionRegions()) == true) { //Destroy shot and UFO cPlayerBullets.ParticleList.RemoveAt(Ctr); ParticlesToRemove.Add(Cnt); cEnemyKills++; CreateParticleBurst(new Vector2(EnemyInfo.TopLeft.X + (EnemyInfo.Width / 2), EnemyInfo.TopLeft.Y + (EnemyInfo.Height / 2)), 200, Color.OrangeRed); break; //Exit inner loop so each bullet ony gets 1 enemy } } //Is the UFO hitting the player? if (EnemyInfo.TestCollision(cPlayerShip) == true) { cPlayerShip.ImageTint = Color.Red; PlayerHit(gameTime); } } for (Cnt = ParticlesToRemove.Count - 1; Cnt >= 0; Cnt--) { cUFOs.ParticleList.RemoveAt(ParticlesToRemove[Cnt]); } for (Cnt = 0; Cnt < cEnemyBullets.ParticleList.Count; Cnt++) { BulletInfo = (Particle2D)cEnemyBullets.ParticleList[Cnt]; //Is the bullet hitting the player? if (BulletInfo.TestCollision(cPlayerShip) == true) { cEnemyBullets.ParticleList.RemoveAt(Cnt); PlayerHit(gameTime); } } cPriorKeyState = CurrKeys; //Use monogame update base.Update(gameTime); }