Пример #1
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();
            }

            player.Update(gameTime);

            // Check for platform collisions
            var platformQuery = Alist.QueryRange(player.Bounds.X, player.Bounds.X + player.Bounds.Width);

            player.CheckForPlatformCollision(platformQuery);

            //ghosts buggy, explained below
            ghost1.Update(gameTime);
            ghost2.Update(gameTime);
            ghost3.Update(gameTime);
            ghost4.Update(gameTime);
            ghost5.Update(gameTime);
            ghost6.Update(gameTime);
            ghost7.Update(gameTime);
            ghost8.Update(gameTime);
            ghost9.Update(gameTime);


            base.Update(gameTime);
        }
Пример #2
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();
            }
            foreach (GameObject gm in gameObjects)
            {
                gm.Update(gameTime);
            }


            var platformQuery = gameWorld.QueryRange(player.bounds.X, player.bounds.X + player.bounds.Width);

            player.CheckForPlatformCollision(platformQuery);

            base.Update(gameTime);
        }
Пример #3
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
            // TODO: Add your update logic here
            player.Update(gameTime);

            // Check for platform collisions
            var platformQuery = world.QueryRange(player.Bounds.X, player.Bounds.X + player.Bounds.Width);

            player.CheckForPlatformCollision(platformQuery);

            base.Update(gameTime);
        }
Пример #4
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
            player.Update(gameTime);
            olive1.Update(gameTime);
            olive2.Update(gameTime);
            olive3.Update(gameTime);
            olive4.Update(gameTime);
            olive5.Update(gameTime);

            var barrierQuery = world.QueryRange(player.Bounds.X, player.Bounds.X + player.Bounds.Width);

            player.CheckForBarrierCollision(barrierQuery);

            base.Update(gameTime);
        }
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)
        {
            keyboardState = Keyboard.GetState();
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            if (keyboardState.IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            if (keyboardState.IsKeyDown(Keys.Tab))
            {
                this.Reset();
            }
            // TODO: Add your update logic here
            particleSystem.Update(gameTime);
            sparkleSystem.Update(gameTime);
            fireSystem.Update(gameTime);
            player.Update(gameTime);
            cake.Update(gameTime);
            cookie.Update(gameTime);
            donut.Update(gameTime);
            carrot.Update(gameTime);
            broccoli.Update(gameTime);

            if (player.collidesWithCake(cake))
            {
                cake.eating.Play();
                score        += cake.pointVal;
                cake.Bounds.Y = 0;
                cake.Bounds.X = RandomizeItem();
            }
            if (player.collidesWithCookie(cookie))
            {
                cookie.eating.Play();
                score          += cookie.pointVal;
                cookie.Bounds.Y = 0;
                cookie.Bounds.X = RandomizeItem();
            }
            if (player.collidesWithCarrot(carrot))
            {
                carrot.cough.Play();
                score          += carrot.pointVal;
                carrot.Bounds.Y = 0;
                carrot.Bounds.X = RandomizeItem();
            }
            if (player.collidesWithBroccoli(broccoli))
            {
                broccoli.cough.Play();
                score            += broccoli.pointVal;
                broccoli.Bounds.Y = 0;
                broccoli.Bounds.X = RandomizeItem();
            }
            if (player.collidesWithDonut(donut))
            {
                donut.eating.Play();
                score         += donut.pointVal;
                donut.Bounds.Y = 0;
                donut.Bounds.X = RandomizeItem();
            }

            if (PlayerCollidesWithButton())
            {
                buttonRect.Y += 20;
                score        += 10;
            }
            var blockQuery = world.QueryRange(player.position.X, player.position.X + player.FRAME_WIDTH);

            player.CheckForBlockCollision(blockQuery);
            base.Update(gameTime);
        }
Пример #6
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)
        {
            offset           = new Vector2(0, 0) + new Vector2(0, (float)gameTime.TotalGameTime.TotalMilliseconds / 50);
            newKeyboardState = Keyboard.GetState();
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            if (newKeyboardState.IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            // TODO: Add your update logic here
            if (!lose)
            {
                //remove collised bullet and enemies
                for (int i = 0; i < bullets.Count; i++)
                {
                    var enemyQuery = env.QueryRange(0, 1042);
                    if (!bullets[i].IsExist(enemyQuery))
                    {
                        score++;
                        bullets.RemoveAt(i);
                        return;
                    }
                }

                //remove the bullet out of bounds
                for (int i = 0; i < bullets.Count; i++)
                {
                    if (!bullets[i].IsVisible(-offset.Y))
                    {
                        bullets.RemoveAt(i);
                        i--;
                    }
                }
                for (int i = 0; i < EBullets.Count; i++)
                {
                    if (!EBullets[i].IsVisible(-offset.Y))
                    {
                        EBullets.RemoveAt(i);
                        i--;
                    }
                }

                //remove stones out of bounds
                for (int i = 0; i < stones.Count; i++)
                {
                    if (!stones[i].IsVisible(-offset.Y))
                    {
                        stones.RemoveAt(i);
                        i--;
                    }
                }

                //add enemies
                float elapsed = (float)gameTime.ElapsedGameTime.TotalMilliseconds;
                timer -= elapsed;

                if (timer < 0 && enemies.Count < 10)
                {
                    Enemy newEnemy = new Enemy(this, new BoundingRectangle(new Vector2(Random.Next(10) * 100, -30 - offset.Y), 60, 39), enemies_sheet[Random.Next(0, 15)]);
                    newEnemy.LoadContent(Content);
                    enemies.Add(newEnemy);
                    env.AddGameObject(newEnemy);
                    timer = TIMER;
                }



                //check for lose
                foreach (Enemy e in enemies)
                {
                    e.Update(gameTime);
                    if (e.IsLose(-offset.Y))
                    {
                        lose = true;
                    }
                    if (player.Bounds.CollidesWith(e.Bounds))
                    {
                        lose = true;
                    }
                }
                foreach (EnemyBullet ebs in EBullets)
                {
                    if (player.Bounds.CollidesWith(ebs.Bounds))
                    {
                        lose = true;
                    }
                }

                foreach (Stone s in stones)
                {
                    s.Update(gameTime);
                    if (s.IsCrash(player.Bounds))
                    {
                        lose = true;
                    }
                }

                //update
                foreach (EnemyBullet ebs in EBullets)
                {
                    ebs.Update(gameTime);
                }
                foreach (Bullet b in bullets)
                {
                    b.Update(gameTime);
                }



                player.Update(gameTime, -offset.Y);
                base.Update(gameTime);

                // Remove killed enemies
                foreach (Enemy enemy in killedEnemies)
                {
                    enemies.Remove(enemy);
                    env.RemoveGameObject(enemy);
                }
            }

            oldKeyboardState = newKeyboardState;
        }