Update() публичный Метод

public Update ( ) : void
Результат void
Пример #1
0
        public override void Update(GameTime gameTime)
        {
            // Increment tick
            Tick++;

            //Ignore gametime. We are only bothered about ticks.

            // No dying in simulation
            //EnergyDeathSystem.Update(Tick, GameSpeed);
            //HealthDeathSystem.Update(Tick, GameSpeed);
            //OldAgeDeathSystem.Update(Tick, GameSpeed);

            // Update all systems that regard input values before updating brains
            _visionSystem.Update();
            _noseSystem.Update();

            //_brainSystem.Update(_settings.CritterTypes);
            // Following this update all systems that regard output
            _movementControlSystem.Update();
            // If these systems have energy costs remember to update those systems before anything else happens, in case we need to cancel it
            _movementControlEnergyCostSystem.Update(SimDeltaTime);

            // These systems gather collisions between certain types of entities that are processed by other systems
            _rigidbodyCollisionSystem.GetCollisions();
            _mouthCollisionSystem.GetCollisions();
            _weaponHealthCollisionSystem.GetCollisions();

            // Update the aforementioned systems to process the collisions
            RigidbodyCollisionSystem.Update();
            MouthFoodCollisionSystem.Update(Tick, SimDeltaTime);
            WeaponSystem.Update(Tick, SimDeltaTime);

            // Calculate forces acting upon each body
            _rigidBodySystem.Update(SimDeltaTime);
            _dragSystem.Update();

            // bounce entities on edge of the world
            WorldBorderSystem.Update();
            // Actually modify transforms
            _velocitySystem.Update(SimDeltaTime);

            // Di not want this for editor
            //CritterPopulationSystem.Update(Tick, GameSpeed);
            //FoodRespawnSystem.Update(Tick, GameSpeed);

            //At the end of each loop update the hierarchy system so that it renders correctly and everything is ready for the next loop
            _transformHierarchySystem.Update();
        }
Пример #2
0
        public override void Update(GameTime gameTime)
        {
            base.Update(gameTime);
            frontWeapon.Update(gameTime);
            frontWeapon.UpdateLocations(this.Center + this.frontWeaponPosition * scale, this.Rotation);
            //frontWeapon.SnapCenter(this.Center + this.frontWeaponPosition);
            frontWeapon.SnapCenter(center + RotateAboutOrigin(frontWeaponPosition * scale, new Vector2(0, 0), rotation));

            leftWeapon.Update(gameTime);
            leftWeapon.UpdateLocations(this.Center + this.leftWeaponPosition * scale, this.Rotation);
            //leftWeapon.SnapCenter(this.Center + this.leftWeaponPosition);
            leftWeapon.SnapCenter(center + RotateAboutOrigin(leftWeaponPosition * scale, new Vector2(0, 0), rotation));

            rightWeapon.Update(gameTime);
            rightWeapon.UpdateLocations(this.Center + this.rightWeaponPosition * scale, this.Rotation);
            //rightWeapon.SnapCenter(this.Center + this.rightWeaponPosition);
            rightWeapon.SnapCenter(center + RotateAboutOrigin(rightWeaponPosition * scale, new Vector2(0, 0), rotation));
        }
        /// <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 (InputHelper.GetInput(PlayerIndex.One).IsPressed(Keys.Escape, Buttons.Back))
            {
                this.Exit();
            }

            float elapsedTime = (float)gameTime.ElapsedGameTime.TotalSeconds;

            switch (GameState)
            {
            case GameState.SplashScreen:
                SplashSystem.Update(elapsedTime);
                break;

            case GameState.SignIn:
                // Requires at least one player to sign in
                if (Gamer.SignedInGamers.Count == 0)
                {
                    if (IsActive)
                    {
                        Guide.ShowSignIn(4, false);
                        InputHelper.DisableAll();
                    }
                }
                else
                {
                    GameState = GameState.SplashScreen;
                    SplashSystem.Load(SplashSystem.SplashType.GameStart);
                    InputHelper.EnableAll();
                    if (!ContinueNewGameScreen.isConnected)
                    {
                        ContinueNewGameScreen.LoadContent();
                        ContinueNewGameScreen.isConnected = true;
                        ContinueNewGameScreen.loadGameSaves();
                    }
                }
                break;

            case GameState.CharacterSelection:
                // TODO: Update character selection screen
                SpriteAnimationSystem.Update(elapsedTime);
                ContinueNewGameScreen.Update(gameTime);
                break;

            case GameState.NetworkSetup:
                NetworkSystem.Update(elapsedTime);
                break;

            case GameState.GameMenu:
                // TODO: Update game menu screen

                // Game Menu does not pause game!
                // Update game systems
                NetworkSystem.Update(elapsedTime);
                MovementSystem.Update(elapsedTime);
                break;

            case GameState.Gameplay:
                // Update game systems
#if DEBUG
                if (InputHelper.GetInput(PlayerIndex.One).IsPressed(Keys.OemTilde))
                {
                    GameState = DungeonCrawler.GameState.SplashScreen;
                    SplashSystem.Load(Systems.SplashSystem.SplashType.Credits);
                    return;
                }
#endif

                InputSystem.Update(elapsedTime);
                NetworkSystem.Update(elapsedTime);
                MovementSystem.Update(elapsedTime);
                WeaponSystem.Update(elapsedTime);
                SkillSystem.Update(elapsedTime);
                LevelManager.Update(elapsedTime);
                CollisionSystem.Update(elapsedTime);
                HUDSystem.Update(elapsedTime);
                QuestLogSystem.Update(elapsedTime);
                SpriteAnimationSystem.Update(elapsedTime);
                NpcAISystem.Update(elapsedTime);
                EnemyAISystem.Update(elapsedTime);
                TextSystem.Update(elapsedTime);
                EngineeringOffenseSystem.Update(elapsedTime);
                GarbagemanSystem.Update(elapsedTime);

                /*
                 * if (pI.Health <= 0)
                 * {
                 *  GameState = DungeonCrawler.GameState.SplashScreen;
                 *  SplashSystem.Load(Systems.SplashSystem.SplashType.GameOver);
                 *  return;
                 * }*/
                break;

            case GameState.Credits:
                // TODO: Update credits
                break;

            case GameState.RoomChange:
                NetworkSystem.Update(elapsedTime);
                RoomChangingSystem.Update(elapsedTime);
                break;
            }

            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)
            {
                this.Exit();
            }

            if (GameState == DungeonCrawler.GameState.SignIn)
            {
                // Requires at least one player to sign in
                if (Gamer.SignedInGamers.Count == 0)
                {
                    if (IsActive)
                    {
                        Guide.ShowSignIn(4, false);
                    }
                }
                else
                {
                    GameState = GameState.CharacterSelection;
                    if (!ContinueNewGameScreen.isConnected)
                    {
                        ContinueNewGameScreen.LoadContent();
                        ContinueNewGameScreen.isConnected = true;
                        ContinueNewGameScreen.loadGameSaves();
                    }
                }
            }

            float elapsedTime = (float)gameTime.ElapsedGameTime.TotalSeconds;

            switch (GameState)
            {
            case GameState.SplashScreen:
                // TODO: Update splash screens
                break;

            case GameState.SignIn:
                // Requires at least one player to sign in
                if (Gamer.SignedInGamers.Count == 0)
                {
                    if (IsActive)
                    {
                        Guide.ShowSignIn(4, false);
                    }
                }
                else
                {
                    GameState = GameState.CharacterSelection;
                    if (!ContinueNewGameScreen.isConnected)
                    {
                        ContinueNewGameScreen.LoadContent();
                        ContinueNewGameScreen.isConnected = true;
                        ContinueNewGameScreen.loadGameSaves();
                    }
                }
                break;

            case GameState.CharacterSelection:
                // TODO: Update character selection screen
                SpriteAnimationSystem.Update(elapsedTime);
                ContinueNewGameScreen.Update(gameTime);
                break;

            case GameState.NetworkSetup:
                NetworkSystem.Update(elapsedTime);
                break;

            case GameState.GameMenu:
                // TODO: Update game menu screen

                // Game Menu does not pause game!
                // Update game systems
                NetworkSystem.Update(elapsedTime);
                MovementSystem.Update(elapsedTime);
                break;

            case GameState.Gameplay:
                // Update game systems
                InputSystem.Update(elapsedTime);
                NetworkSystem.Update(elapsedTime);
                MovementSystem.Update(elapsedTime);
                WeaponSystem.Update(elapsedTime);
                SkillSystem.Update(elapsedTime);
                LevelManager.Update(elapsedTime);
                CollisionSystem.Update(elapsedTime);
                QuestLogSystem.Update(elapsedTime);
                SpriteAnimationSystem.Update(elapsedTime);
                NpcAISystem.Update(elapsedTime);
                EnemyAISystem.Update(elapsedTime);
                TextSystem.Update(elapsedTime);

                GarbagemanSystem.Update(elapsedTime);
                break;

            case GameState.Credits:
                // TODO: Update credits
                break;

            case GameState.RoomChange:
                NetworkSystem.Update(elapsedTime);
                RoomChangingSystem.Update(elapsedTime);
                break;
            }

            base.Update(gameTime);
        }
 private void Update()
 {
     meleeSystem?.Update();
     rangedSystem?.Update();
 }