/// <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(); } // Save the previous state of the keyboard and game pad so we can determinesingle key/button presses previousGamePadState = currentGamePadState; previousKeyboardState = currentKeyboardState; // Read the current state of the keyboard and gamepad and store it currentKeyboardState = Keyboard.GetState(); currentGamePadState = GamePad.GetState(PlayerIndex.One); //Update the player UpdatePlayer(gameTime); // Update the parallaxing background if (currentKeyboardState.IsKeyDown(Keys.A)) { bgLayer1.Update(); bgLayer2.Update(); } // Update the enemies UpdateEnemies(gameTime); 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(); } // Save the previous state of the keyboard and game pad so we can determinesingle key/button presses previousKeyboardState = currentKeyboardState; // Read the current state of the keyboard and gamepad and store it currentKeyboardState = Keyboard.GetState(); //Update the player player.Update(gameTime); UpdatePlayer(gameTime); // Update the parallaxing background bgLayer1.Update(); bgLayer2.Update(); UpdateEnemies(gameTime); UpdateCollision(); UpdateProjectiles(); UpdateExplosions(gameTime); 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 || currentKeyboardState.IsKeyDown(Keys.Escape)) { this.Exit(); } previousGamePadState = currentGamePadState; previousKeyboardState = currentKeyboardState; currentKeyboardState = Keyboard.GetState(); currentGamePadState = GamePad.GetState(PlayerIndex.One); // TODO: Add your update logic here UpdatePlayer(gameTime); bgLayer1.Update(); bgLayer2.Update(); UpdateEnemy(gameTime); UpdateProjectiles(); UpdateCollision(); UpdateExplosions(gameTime); ui.Update(); 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(); } // TODO: Add your update logic here //Updates the player player.Update(gameTime); //Save the previous state of keyboard previousKeyboardState = currentKeyboardState; //Read current keyboard state currentKeyboardState = Keyboard.GetState(); //Update the player UpdatePlayer(gameTime); //Update the parallaxing background bgLayer1.Update(); bgLayer2.Update(); //Update the enemies UpdateEnemies(gameTime); 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(); } // TODO: Add your update logic here // Save the previous state of the keyboard and game pad to determine single key presses previousKeyboardState = currentKeyboardState; // Read the current state of the keyboard and gamepad and store it currentKeyboardState = Keyboard.GetState(); //Update the player UpdatePlayer(gameTime); // Update the parallaxing background bgLayer1.Update(); bgLayer2.Update(); // Update the enemies UpdateEnemies(gameTime); UpdateCollisions(); explosionAnim.Update(gameTime); 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 || currentKeyboardState.IsKeyDown(Keys.Escape)) { this.Exit(); } //Any key closes the start menu if (startMenu == true) { if (currentGamePadState.Buttons.Start == ButtonState.Pressed || currentKeyboardState.IsKeyDown(Keys.Enter)) { startMenu = false; } } if (gameOver == true) { if (currentGamePadState.Buttons.Start == ButtonState.Pressed || currentKeyboardState.IsKeyDown(Keys.Enter)) { gameOver = false; } } // Save the previous state of the keyboard and game pad so we can determinesingle key/button presses previousGamePadState = currentGamePadState; previousKeyboardState = currentKeyboardState; // Read the current state of the keyboard and gamepad and store it currentKeyboardState = Keyboard.GetState(); currentGamePadState = GamePad.GetState(PlayerIndex.One); if (startMenu == false && gameOver == false) { UpdateBackgroundEnemies(gameTime); //Update the player UpdateExplosions(gameTime); UpdatePlayer(gameTime); UpdateEnemies(gameTime); UpdateBackgroundEnemies(gameTime); UpdateCollision(); // Update the projectiles UpdateProjectiles(); // Update the parallaxing background bgLayer1.Update(); bgLayer2.Update(); } 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) { // For Mobile devices, this logic will close the Game when the Back button is pressed // Exit() is obsolete on iOS #if !__IOS__ && !__TVOS__ if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } #endif // Save the previous state of the keyboard and game pad so we can determinesingle key/button presses previousGamePadState = currentGamePadState; previousKeyboardState = currentKeyboardState; // Read the current state of the keyboard and gamepad and store it currentKeyboardState = Keyboard.GetState(); currentGamePadState = GamePad.GetState(PlayerIndex.One); //Update the player UpdatePlayer(gameTime); // Update the parallaxing background bgLayer1.Update(); bgLayer2.Update(); // Update the enemies UpdateEnemies(gameTime); // Update the collision UpdateCollision(); // Update the projectiles UpdateProjectiles(); UpdateLazorBeam(gameTime); // Update the explosions UpdateExplosions(gameTime); 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(); } // TODO: Add your update logic here base.Update(gameTime); // Save the previous state of the keyboard and game pad so we can determinesingle key/button presses previousGamePadState = currentGamePadState; previousKeyboardState = currentKeyboardState; // Read the current state of the keyboard and gamepad and store it currentKeyboardState = Keyboard.GetState(); currentGamePadState = GamePad.GetState(PlayerIndex.One); //Update the player UpdatePlayer(gameTime); // Update the parallaxing background bgLayer1.Update(); bgLayer2.Update(); // Update the enemies UpdateEnemies(gameTime); // Update the explosions UpdateExplosions(gameTime); #if MONOGAME var state = Accelerometer.GetState(); player.Position.X += (float)state.Acceleration.Y * playerMoveSpeed; player.Position.Y += (float)state.Acceleration.X * playerMoveSpeed; #endif }
/// <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 (!gameOver) { prevKeyboardState = currentKeyboardState; currentKeyboardState = Keyboard.GetState(); updatePlayer(gameTime); updateEnemies(gameTime); bgLayer1.Update(); bgLayer2.Update(); updateCollision(); updateProjectiles(gameTime); updateExplosions(gameTime); powerUp.Update(gameTime); } base.Update(gameTime); }
protected override void Update(GameTime gameTime) { previouseKeyboardState = currentKeyboardState; previouseGamePadState = currentGamePadState; previouseMouseState = currentMouseState; currentKeyboardState = Keyboard.GetState(); currentGamePadState = GamePad.GetState(PlayerIndex.One); currentMouseState = Mouse.GetState(); if ((currentGamePadState.Buttons.Back == ButtonState.Pressed && previouseGamePadState.Buttons.Back != ButtonState.Pressed) || (currentKeyboardState.IsKeyDown(Keys.Escape) && !previouseKeyboardState.IsKeyDown(Keys.Escape))) { switch (gameState) { case GameState.Playing: gameState = GameState.Paused; MediaPlayer.Pause(); break; case GameState.Paused: gameState = GameState.Playing; MediaPlayer.Play(gameMusic.Song); break; default: break; } } if (gameState != GameState.Playing) { playButton.Update(currentMouseState.X, currentMouseState.Y); exitButton.Update(currentMouseState.X, currentMouseState.Y); ButtonSound(playButton, playButtonSound); ButtonSound(exitButton, exitButtonSound); if (currentMouseState.LeftButton == ButtonState.Pressed && previouseMouseState.LeftButton != ButtonState.Pressed) { MouseClickedOnMenu(playButton.IsMouseOver, exitButton.IsMouseOver, gameTime); } } if (isGameEnded) { MediaPlayer.Stop(); } if (isGameEnded && enemies.Count == 0 && !shootingEnemy.Active && !bomb.Active && !healer.Active && laserBeams.Count == 0 && enemyLaserBeams.Count == 0 && !asteroids[0].Active && !asteroids[1].Active && !asteroids[2].Active) { gameState = GameState.StartMenu; } if (gameState != GameState.Paused) { // Update the parallaxing background bgLayer1.Update(gameTime); bgLayer2.Update(gameTime); } UpdateHealer(gameTime); UpdateBomb(gameTime); UpdateAsteroids(gameTime); if (gameState == GameState.Playing) { UpdatePlayer(gameTime); UpdateEnemySpeed(gameTime); UpdateEnemies(gameTime); if (player.Active) { UpdateCollision(); } UpdateLaserBeams(gameTime, laserBeams); UpdateLaserBeams(gameTime, enemyLaserBeams); UpdateExplosions(gameTime); } healthBar.Update(player.Health); base.Update(gameTime); }