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 )
        {
            KeyboardState keyState = Keyboard.GetState();
            MouseState mouseState = Mouse.GetState();
            GamePadState padState = GamePad.GetState(PlayerIndex.One);

            // Allows the game to exit
            if ((padState.Buttons.Back == ButtonState.Pressed)
                || (keyState.IsKeyDown(Keys.Escape)))
            {
                this.Exit();
            }

            if (activeGameState == GameState.Paused || activeGameState == GameState.Playing)
            {
                //Reset
                if (keyState.IsKeyDown(Keys.R))
                {
                    gameResetKeyDown = true;
                }
                else if (keyState.IsKeyUp(Keys.R) && gameResetKeyDown)
                {
                    gameResetKeyDown = false;

                    //Reset The Game Here
                    Reset();
                }

                CheckPauseKey(keyState);
            }
            //Screenie
            if (keyState.IsKeyDown(Keys.PrintScreen))
            {
                gameScreenieKeyDown = true;
            }
            else if (keyState.IsKeyUp(Keys.PrintScreen) && gameScreenieKeyDown)
            {
                gameScreenieKeyDown = false;
                activeGameState = GameState.Paused;

                //Find A Place TO Save Screenshot :)
                ulong append = 0;

                if ( !Directory.Exists("Screenshots") )
                {
                    Directory.CreateDirectory("Screenshots");
                }

                while (File.Exists("Screenshots\\underAttackScreen-" + append + ".png"))
                {
                    append++;
                }

                Stream fs = File.OpenWrite("Screenshots\\underAttackScreen-" + append + ".png");
                Texture2D t2d = (Texture2D)(graphics.GraphicsDevice.GetRenderTargets()[0].RenderTarget);
                t2d.SaveAsPng(fs, graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight);
                fs.Close();
            }

            if (activeGameState == GameState.Playing)
            {
                if ((gameTime.TotalGameTime.TotalMilliseconds - lastAnimUpdate) > 100)
                {

                    foreach (GameUnit unit in animations)
                    {
                        if (unit.IsAnimating)
                        {
                            unit.CurrentFrame = unit.CurrentFrame + 1;
                            if (unit.CurrentFrame >= (sprites[unit.SpriteName].FrameCount))
                            {
                                deadAnims.Add(unit);
                            }
                        }
                    }

                    //For Time effects
                    timePassed++;
                    timeParam.SetValue(timePassed / 20f);

                    lastAnimUpdate = gameTime.TotalGameTime.TotalMilliseconds;
                }
                //Count time alive
                timeAlive += gameTime.ElapsedGameTime.TotalSeconds;

                //Motion Input
                CheckPlayerInput(keyState);

                //Move all Units where auto-motion is req.
                MoveGameUnits();

                //Check For A Press And Release To Fire...Make Sure Every Release Is atleast 250 Ms apart
                if (keyState.IsKeyDown(Keys.Space) && !gameShootKeyDown && ((gameTime.TotalGameTime.TotalMilliseconds - lastShotUpdate) > 200) )
                {
                    gameShootKeyDown = true;
                }
                else if (keyState.IsKeyUp(Keys.Space) && gameShootKeyDown)
                {
                    GameUnit bullet = new GameUnit("bullet", playerOne.Position - new Vector2(0, 32), new Vector2(4f, 4f));
                    bullet.Velocity = new Vector2(0, -2);
                    units.Add(bullet);

                    //Update last shot time
                    lastShotUpdate = gameTime.TotalGameTime.TotalMilliseconds;

                    //Reset Press variable
                    gameShootKeyDown = false;
                }

                //Remove Dead Units
                foreach (GameUnit e in deadBullets)
                {
                    units.Remove(e);
                }

                foreach (GameUnit e in deadUnits)
                {
                    units.Remove(e);
                }

                foreach (GameUnit e in deadAnims)
                {
                    units.Remove(e);
                }

                //Clear already dead units.
                deadBullets.Clear();
                deadUnits.Clear();
                deadAnims.Clear();
            }

            switch ( activeGameState )
            {
                case GameState.GameOver:
                case GameState.GameMenu:
                    mainMenuContainer.Update(mouseState);
                    break;

                case GameState.Paused:
                    pauseMenuContainer.Update(mouseState);
                    break;
            }

            base.Update(gameTime);
        }
Пример #2
0
        private void CheckCollisions( GameUnit unit )
        {
            if (unit.SpriteName.Contains("cloud"))
            {
                if (unit.Bounds.Top > 600)
                {
                    unit.Position = new Vector2(200,-64) + new Vector2(randGen.Next(-180, 180), 0);
                }
            }
            else if (unit.SpriteName.Contains("tree"))
            {
                if (unit.Bounds.Top > 600)
                {
                    unit.Position = unit.Position * Vector2.UnitX  + new Vector2(randGen.Next(-10, 10), -64);
                }
            }
            else if (unit.SpriteName.Contains("ebullet"))
            {
                if (unit.Bounds.Top > 600)
                {
                    deadBullets.Add(unit);
                }
                else
                {
                    if (unit.IsCollidingWith(playerOne))
                    {
                        //GAME OVER D=
                        deadBullets.Add(unit);

                        //Run BOOM Animation
                        GameUnit anim = new GameUnit("explosion", playerOne.Position, new Vector2(64, 64));
                        anim.CurrentFrame = 0;
                        anim.IsAnimating = true;

                        animations.Add(anim);

                        //Run Sound Effect
                        soundBoom.Play();

                        //Dead
                        deadUnits.Add(playerOne);
                        activeGameState = GameState.GameOver;
                        this.IsMouseVisible = true;
                    }
                }

            }
            else if (unit.SpriteName.Contains("bullet"))
            {
                if (unit.Bounds.Top < 0)
                {
                    deadBullets.Add(unit);
                }
                else
                {
                    foreach (GameUnit e in enemies)
                    {
                        if (unit.IsCollidingWith(e))
                        {

                            deadBullets.Add(unit);

                            //Run BOOM Animation
                            GameUnit anim = new GameUnit("explosion", e.Position, new Vector2(64, 64));
                            anim.CurrentFrame = 0;
                            anim.IsAnimating = true;

                            animations.Add(anim);

                            //Run Sound Effect
                            soundBoom.Play();

                            playerOne.Score += (float)(Math.Pow(100, ((double)e.Position.Y / 600d))) * (float)(1f / 600f * (float)e.Position.Y);

                            //Spawn 'New' Enemy
                            e.Position = new Vector2(e.Position.X, 0) + new Vector2(0, randGen.Next(-200, -64));

                            playerOne.Score += (float)timeAlive;
                            break;
                        }
                    }
                }
            }
            else if (unit.SpriteName.Contains("enemy"))
            {
                //ENEMY!
                if (unit.IsCollidingWith(playerOne) || unit.Bounds.Bottom >= 600)
                {
                    //Game Over...
                    //Run BOOM Animation
                    GameUnit anim = new GameUnit("explosion", unit.Position, new Vector2(64, 64));
                    anim.CurrentFrame = 0;
                    anim.IsAnimating = true;

                    GameUnit anim2 = new GameUnit("explosion", playerOne.Position, new Vector2(64, 64));
                    anim2.CurrentFrame = 0;
                    anim2.IsAnimating = true;

                    animations.Add(anim);
                    animations.Add(anim2);

                    //Run Sound Effect
                    soundBoom.Play();
                    soundBoom.Play();

                    deadUnits.Add(playerOne);
                    deadUnits.Add(unit);

                    enemies.Remove(unit);

                    playerOne.Score += (float)timeAlive;
                    activeGameState = GameState.GameOver;
                    this.IsMouseVisible = true;
                }
            }
        }
Пример #3
0
        protected void LoadTree( )
        {
            Texture2D treeTex = this.Content.Load<Texture2D>("Environment\\Tree");

            sprites.Add("tree", new Sprite(treeTex, new Rectangle(0, 0, 64, 64), 1));

            for (int i = 0; i < 18; i++)
            {
                for (int y = 0; y < 21; y++)
                {
                    GameUnit tree = new GameUnit("tree", new Vector2(i * 32, y * 32 - 32), new Vector2(64));
                    tree.Velocity = new Vector2(0, 0.5f);

                    tree.Position = tree.Position + new Vector2(randGen.Next(-10,10), 0);
                    units.Add(tree);
                }
            }
        }
Пример #4
0
        protected void MoveGameUnits( )
        {
            List<GameUnit> newBullets = new List<GameUnit>();

            foreach (GameUnit unit in units)
            {
                if (!unit.SpriteName.Contains("player"))
                {
                    //Move the Game Unit
                    unit.Position = unit.Position + unit.Velocity;

                    //Randomly Shoot at Player [If You ARE AN ENEMY]
                    if ((randGen.Next(0, 100) <= 10) && unit.SpriteName.Contains("enemy"))
                    {
                        //Will The Shot Be Within Means? (Within My Scope Of Fire)
                        GameUnit bullet = new GameUnit("ebullet", unit.Position + new Vector2(0, 32), new Vector2(4f, 4f));
                        Vector2 bulletVelocity = 2 * Vector2.Normalize(playerOne.Position - bullet.Position + new Vector2(randGen.Next(-2, 2), randGen.Next(-2, 2)));

                        if (bulletVelocity.X > -2 && bulletVelocity.X < 2)
                        {
                            //Now To Check Whether I have to cool down or not..
                            if (unit.CoolDown == 0)
                            {
                                //No Cooldown? Cool...Let's Shoot at the player =D
                                bullet.Velocity = bulletVelocity;
                                newBullets.Add(bullet);
                                unit.CoolDown = 75;
                            }
                            else
                            {
                                unit.CoolDown--;
                            }
                        }
                    }

                    CheckCollisions(unit);
                }
            }

            units.AddRange(newBullets);

            newBullets.Clear();
        }
Пример #5
0
        protected void LoadClouds( )
        {
            Texture2D cloud1 = this.Content.Load<Texture2D>("Environment\\Cloud1");

            sprites.Add("cloud1", new Sprite(cloud1, new Rectangle(0, 0, 128, 128), 1));

            for (int i = 0; i < 10; i++)
            {
                GameUnit cloud = new GameUnit("cloud1", new Vector2(200, 0), new Vector2(128));
                cloud.Velocity = new Vector2(0, 1f);

                cloud.Position = cloud.Position + new Vector2(randGen.Next(-180,180), randGen.Next(-600,0));
                units.Add(cloud);
            }
        }
Пример #6
0
        protected void LoadEnemies( )
        {
            Texture2D enemyTex = this.Content.Load<Texture2D>("Sprites\\Enemy");

            sprites.Add("enemy", new Sprite(enemyTex, new Rectangle(0, 0, 64, 64), 1));

            //Place 5 Enemies In Total..which will be recycled...
            for (int i = 0; i < 5; i++)
            {
                GameUnit e = new GameUnit("enemy", new Vector2(i * 64 + 70, 0), new Vector2(64));
                e.Velocity = new Vector2(0, 1f);

                e.Position = e.Position + new Vector2(randGen.Next(-10, 10), randGen.Next(-600, -100));
                units.Add(e);
                enemies.Add(e);
            }
        }
Пример #7
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 keyState = Keyboard.GetState();
            GamePadState padState = GamePad.GetState(PlayerIndex.One);

            // Allows the game to exit
            if ((padState.Buttons.Back == ButtonState.Pressed)
                || (keyState.IsKeyDown(Keys.Escape)))
            {
                this.Exit();
            }

            //Reset
            if (keyState.IsKeyDown(Keys.R))
            {
                gameResetKeyDown = true;
            }
            else if (keyState.IsKeyUp(Keys.R) && gameResetKeyDown)
            {
                gameResetKeyDown = false;

                //Reset The Game Here
                Reset();
            }

            CheckPauseMenu(keyState, Mouse.GetState());

            //Screenie
            if (keyState.IsKeyDown(Keys.PrintScreen))
            {
                gameScreenieKeyDown = true;
            }
            else if (keyState.IsKeyUp(Keys.PrintScreen) && gameScreenieKeyDown)
            {
                gameScreenieKeyDown = false;
                gamePaused = true;

                ResolveTexture2D screenShot = new ResolveTexture2D(graphics.GraphicsDevice, 400, 600, 0, SurfaceFormat.Vector4);

                graphics.GraphicsDevice.ResolveBackBuffer(screenShot);

                //Find A Place TO Save Screenshot :)
                ulong append = 0;

                if ( !Directory.Exists("Screenshots") )
                {
                    Directory.CreateDirectory("Screenshots");
                }

                while (File.Exists("Screenshots\\underAttackScreen-" + append + ".png"))
                {
                    append++;
                }

                screenShot.Save("Screenshots\\underAttackScreen-" + append + ".png", ImageFileFormat.Png);

            }

            if ((gameTime.TotalGameTime.TotalMilliseconds - lastAnimUpdate) > 100)
            {

                foreach (GameUnit unit in animations)
                {
                    if (unit.IsAnimating)
                    {
                        unit.CurrentFrame = unit.CurrentFrame + 1;
                        if (unit.CurrentFrame >= (sprites[unit.SpriteName].FrameCount))
                        {
                            deadAnims.Add(unit);
                        }
                    }
                }

                //Time Updating here too - ONLY when game is running
                if (!gameOver && !gamePaused)
                {
                    timePassed++;
                    timeParam.SetValue(timePassed / 20f);
                }
                lastAnimUpdate = gameTime.TotalGameTime.TotalMilliseconds;
            }

            if (!gameOver && !gamePaused)
            {

                //Count time alive
                timeAlive += gameTime.ElapsedGameTime.TotalSeconds;

                //Motion Input
                CheckPlayerInput(keyState);

                //Move all Units where auto-motion is req.
                MoveGameUnits();

                //Check For A Press And Release To Fire...Make Sure Every Release Is atleast 250 Ms apart
                if (keyState.IsKeyDown(Keys.Space) && !gameShootKeyDown && ((gameTime.TotalGameTime.TotalMilliseconds - lastShotUpdate) > 200) )
                {
                    gameShootKeyDown = true;
                }
                else if (keyState.IsKeyUp(Keys.Space) && gameShootKeyDown)
                {
                    GameUnit bullet = new GameUnit("bullet", playerOne.Position - new Vector2(0, 32), new Vector2(4f, 4f));
                    bullet.Velocity = new Vector2(0, -2);
                    units.Add(bullet);

                    //Update last shot time
                    lastShotUpdate = gameTime.TotalGameTime.TotalMilliseconds;

                    //Reset Press variable
                    gameShootKeyDown = false;
                }

                //Remove Dead Units
                foreach (GameUnit e in deadBullets)
                {
                    units.Remove(e);
                }

                foreach (GameUnit e in deadUnits)
                {
                    units.Remove(e);
                }

                foreach (GameUnit e in deadAnims)
                {
                    units.Remove(e);
                }

                //Clear already dead units.
                deadBullets.Clear();
                deadUnits.Clear();
                deadAnims.Clear();
            }
            base.Update(gameTime);
        }
Пример #8
0
 public bool IsCollidingWith( GameUnit unit )
 {
     return (bounds.Intersects(unit.bounds));
 }
Пример #9
0
        private void CheckCollisions(GameUnit unit)
        {
            if (unit.SpriteName.Contains("cloud"))
            {
                if (unit.Bounds.Top > 600)
                {
                    unit.Position = new Vector2(200, -64) + new Vector2(randGen.Next(-180, 180), 0);
                }
            }
            else if (unit.SpriteName.Contains("tree"))
            {
                if (unit.Bounds.Top > 600)
                {
                    unit.Position = unit.Position * Vector2.UnitX + new Vector2(randGen.Next(-10, 10), -64);
                }
            }
            else if (unit.SpriteName.Contains("ebullet"))
            {
                if (unit.Bounds.Top > 600)
                {
                    deadBullets.Add(unit);
                }
                else
                {
                    if (unit.IsCollidingWith(playerOne))
                    {
                        //GAME OVER D=
                        deadBullets.Add(unit);

                        //Run BOOM Animation
                        GameUnit anim = new GameUnit("explosion", playerOne.Position, new Vector2(64, 64));
                        anim.CurrentFrame = 0;
                        anim.IsAnimating  = true;

                        animations.Add(anim);

                        //Run Sound Effect
                        soundBoom.Play();

                        //Dead
                        deadUnits.Add(playerOne);
                        activeGameState     = GameState.GameOver;
                        this.IsMouseVisible = true;
                    }
                }
            }
            else if (unit.SpriteName.Contains("bullet"))
            {
                if (unit.Bounds.Top < 0)
                {
                    deadBullets.Add(unit);
                }
                else
                {
                    foreach (GameUnit e in enemies)
                    {
                        if (unit.IsCollidingWith(e))
                        {
                            deadBullets.Add(unit);

                            //Run BOOM Animation
                            GameUnit anim = new GameUnit("explosion", e.Position, new Vector2(64, 64));
                            anim.CurrentFrame = 0;
                            anim.IsAnimating  = true;

                            animations.Add(anim);

                            //Run Sound Effect
                            soundBoom.Play();

                            playerOne.Score += (float)(Math.Pow(100, ((double)e.Position.Y / 600d))) * (float)(1f / 600f * (float)e.Position.Y);

                            //Spawn 'New' Enemy
                            e.Position = new Vector2(e.Position.X, 0) + new Vector2(0, randGen.Next(-200, -64));

                            playerOne.Score += (float)timeAlive;
                            break;
                        }
                    }
                }
            }
            else if (unit.SpriteName.Contains("enemy"))
            {
                //ENEMY!
                if (unit.IsCollidingWith(playerOne) || unit.Bounds.Bottom >= 600)
                {
                    //Game Over...
                    //Run BOOM Animation
                    GameUnit anim = new GameUnit("explosion", unit.Position, new Vector2(64, 64));
                    anim.CurrentFrame = 0;
                    anim.IsAnimating  = true;

                    GameUnit anim2 = new GameUnit("explosion", playerOne.Position, new Vector2(64, 64));
                    anim2.CurrentFrame = 0;
                    anim2.IsAnimating  = true;

                    animations.Add(anim);
                    animations.Add(anim2);

                    //Run Sound Effect
                    soundBoom.Play();
                    soundBoom.Play();

                    deadUnits.Add(playerOne);
                    deadUnits.Add(unit);

                    enemies.Remove(unit);

                    playerOne.Score    += (float)timeAlive;
                    activeGameState     = GameState.GameOver;
                    this.IsMouseVisible = true;
                }
            }
        }
Пример #10
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 keyState   = Keyboard.GetState();
            MouseState    mouseState = Mouse.GetState();
            GamePadState  padState   = GamePad.GetState(PlayerIndex.One);

            // Allows the game to exit
            if ((padState.Buttons.Back == ButtonState.Pressed) ||
                (keyState.IsKeyDown(Keys.Escape)))
            {
                this.Exit();
            }

            if (activeGameState == GameState.Paused || activeGameState == GameState.Playing)
            {
                //Reset
                if (keyState.IsKeyDown(Keys.R))
                {
                    gameResetKeyDown = true;
                }
                else if (keyState.IsKeyUp(Keys.R) && gameResetKeyDown)
                {
                    gameResetKeyDown = false;

                    //Reset The Game Here
                    Reset();
                }

                CheckPauseKey(keyState);
            }
            //Screenie
            if (keyState.IsKeyDown(Keys.PrintScreen))
            {
                gameScreenieKeyDown = true;
            }
            else if (keyState.IsKeyUp(Keys.PrintScreen) && gameScreenieKeyDown)
            {
                gameScreenieKeyDown = false;
                activeGameState     = GameState.Paused;

                //Find A Place TO Save Screenshot :)
                ulong append = 0;

                if (!Directory.Exists("Screenshots"))
                {
                    Directory.CreateDirectory("Screenshots");
                }

                while (File.Exists("Screenshots\\underAttackScreen-" + append + ".png"))
                {
                    append++;
                }

                Stream    fs  = File.OpenWrite("Screenshots\\underAttackScreen-" + append + ".png");
                Texture2D t2d = (Texture2D)(graphics.GraphicsDevice.GetRenderTargets()[0].RenderTarget);
                t2d.SaveAsPng(fs, graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight);
                fs.Close();
            }



            if (activeGameState == GameState.Playing)
            {
                if ((gameTime.TotalGameTime.TotalMilliseconds - lastAnimUpdate) > 100)
                {
                    foreach (GameUnit unit in animations)
                    {
                        if (unit.IsAnimating)
                        {
                            unit.CurrentFrame = unit.CurrentFrame + 1;
                            if (unit.CurrentFrame >= (sprites[unit.SpriteName].FrameCount))
                            {
                                deadAnims.Add(unit);
                            }
                        }
                    }

                    //For Time effects
                    timePassed++;
                    timeParam.SetValue(timePassed / 20f);

                    lastAnimUpdate = gameTime.TotalGameTime.TotalMilliseconds;
                }
                //Count time alive
                timeAlive += gameTime.ElapsedGameTime.TotalSeconds;

                //Motion Input
                CheckPlayerInput(keyState);

                //Move all Units where auto-motion is req.
                MoveGameUnits();

                //Check For A Press And Release To Fire...Make Sure Every Release Is atleast 250 Ms apart
                if (keyState.IsKeyDown(Keys.Space) && !gameShootKeyDown && ((gameTime.TotalGameTime.TotalMilliseconds - lastShotUpdate) > 200))
                {
                    gameShootKeyDown = true;
                }
                else if (keyState.IsKeyUp(Keys.Space) && gameShootKeyDown)
                {
                    GameUnit bullet = new GameUnit("bullet", playerOne.Position - new Vector2(0, 32), new Vector2(4f, 4f));
                    bullet.Velocity = new Vector2(0, -2);
                    units.Add(bullet);

                    //Update last shot time
                    lastShotUpdate = gameTime.TotalGameTime.TotalMilliseconds;

                    //Reset Press variable
                    gameShootKeyDown = false;
                }

                //Remove Dead Units
                foreach (GameUnit e in deadBullets)
                {
                    units.Remove(e);
                }

                foreach (GameUnit e in deadUnits)
                {
                    units.Remove(e);
                }

                foreach (GameUnit e in deadAnims)
                {
                    units.Remove(e);
                }

                //Clear already dead units.
                deadBullets.Clear();
                deadUnits.Clear();
                deadAnims.Clear();
            }

            switch (activeGameState)
            {
            case GameState.GameOver:
            case GameState.GameMenu:
                mainMenuContainer.Update(mouseState);
                break;

            case GameState.Paused:
                pauseMenuContainer.Update(mouseState);
                break;
            }

            base.Update(gameTime);
        }
Пример #11
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 keyState = Keyboard.GetState();
            GamePadState  padState = GamePad.GetState(PlayerIndex.One);

            // Allows the game to exit
            if ((padState.Buttons.Back == ButtonState.Pressed) ||
                (keyState.IsKeyDown(Keys.Escape)))
            {
                this.Exit();
            }

            //Reset
            if (keyState.IsKeyDown(Keys.R))
            {
                gameResetKeyDown = true;
            }
            else if (keyState.IsKeyUp(Keys.R) && gameResetKeyDown)
            {
                gameResetKeyDown = false;

                //Reset The Game Here
                Reset();
            }

            CheckPauseMenu(keyState, Mouse.GetState());

            //Screenie
            if (keyState.IsKeyDown(Keys.PrintScreen))
            {
                gameScreenieKeyDown = true;
            }
            else if (keyState.IsKeyUp(Keys.PrintScreen) && gameScreenieKeyDown)
            {
                gameScreenieKeyDown = false;
                gamePaused          = true;

                ResolveTexture2D screenShot = new ResolveTexture2D(graphics.GraphicsDevice, 400, 600, 0, SurfaceFormat.Vector4);

                graphics.GraphicsDevice.ResolveBackBuffer(screenShot);

                //Find A Place TO Save Screenshot :)
                ulong append = 0;

                if (!Directory.Exists("Screenshots"))
                {
                    Directory.CreateDirectory("Screenshots");
                }

                while (File.Exists("Screenshots\\underAttackScreen-" + append + ".png"))
                {
                    append++;
                }

                screenShot.Save("Screenshots\\underAttackScreen-" + append + ".png", ImageFileFormat.Png);
            }

            if ((gameTime.TotalGameTime.TotalMilliseconds - lastAnimUpdate) > 100)
            {
                foreach (GameUnit unit in animations)
                {
                    if (unit.IsAnimating)
                    {
                        unit.CurrentFrame = unit.CurrentFrame + 1;
                        if (unit.CurrentFrame >= (sprites[unit.SpriteName].FrameCount))
                        {
                            deadAnims.Add(unit);
                        }
                    }
                }

                //Time Updating here too - ONLY when game is running
                if (!gameOver && !gamePaused)
                {
                    timePassed++;
                    timeParam.SetValue(timePassed / 20f);
                }
                lastAnimUpdate = gameTime.TotalGameTime.TotalMilliseconds;
            }

            if (!gameOver && !gamePaused)
            {
                //Count time alive
                timeAlive += gameTime.ElapsedGameTime.TotalSeconds;

                //Motion Input
                CheckPlayerInput(keyState);

                //Move all Units where auto-motion is req.
                MoveGameUnits();

                //Check For A Press And Release To Fire...Make Sure Every Release Is atleast 250 Ms apart
                if (keyState.IsKeyDown(Keys.Space) && !gameShootKeyDown && ((gameTime.TotalGameTime.TotalMilliseconds - lastShotUpdate) > 200))
                {
                    gameShootKeyDown = true;
                }
                else if (keyState.IsKeyUp(Keys.Space) && gameShootKeyDown)
                {
                    GameUnit bullet = new GameUnit("bullet", playerOne.Position - new Vector2(0, 32), new Vector2(4f, 4f));
                    bullet.Velocity = new Vector2(0, -2);
                    units.Add(bullet);

                    //Update last shot time
                    lastShotUpdate = gameTime.TotalGameTime.TotalMilliseconds;

                    //Reset Press variable
                    gameShootKeyDown = false;
                }

                //Remove Dead Units
                foreach (GameUnit e in deadBullets)
                {
                    units.Remove(e);
                }

                foreach (GameUnit e in deadUnits)
                {
                    units.Remove(e);
                }

                foreach (GameUnit e in deadAnims)
                {
                    units.Remove(e);
                }

                //Clear already dead units.
                deadBullets.Clear();
                deadUnits.Clear();
                deadAnims.Clear();
            }
            base.Update(gameTime);
        }