Update() public method

public Update ( ) : void
return void
示例#1
0
 public void Update(GameTime gameTime)
 {
     if (GameMenu.IsMenuActive)
     {
         GameMenu.Update();
     }
     else if (GameMenu.CharacterSelectionInProgress) // If we are in the process of selecting a character
     {
         this.NewGameSelection.Update(gameTime);
         Input.UpdateCharacterSelectionInput();
         foreach (var character in AllCharacters)
         {
             character.Update(gameTime);
         }
     }
     else //Else we are playing the game
     {
         this.Camera.Update(gameTime, this.Character.Position);
         this.Levels[this.CurrentLevelIndex].Update(gameTime);
         if (this.Character.Health > 0 ||
             (this.Character.DeathAnimation.FrameIndex < this.Character.DeathAnimation.Rectangles.Length &&
              this.Character.DeathAnimation.IsActive))
         {
             //If the character is alive and his death animation is playing we need to update it
             Input.UpdateInput(gameTime);
             this.Character.CheckCollisionOfCharacterWithItems(this.Levels[this.CurrentLevelIndex].ItemsOnTheField);
             this.Character.Update(gameTime);
         }
     }
 }
示例#2
0
        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
            KeyboardState state           = Keyboard.GetState();
            GameMode      updatedGameMode = gameMode;

            if (updatedGameMode == GameMode.Menu)
            {
                updatedGameMode = gameMenu.Update();
            }
            if (updatedGameMode == GameMode.HighScores)
            {
                updatedGameMode = highscores.Update();
            }
            if (updatedGameMode == GameMode.CustomizeControls)
            {
                updatedGameMode = userControls.Update();
                //gameLogic.UpdateGameControls(userControls.getUserControls());
            }
            if (updatedGameMode == GameMode.Game)
            {
                if (gameMode != updatedGameMode)
                {
                    gameLogic.startNewGame();
                }
                gameLogic.Update(gameTime);
            }

            gameMode      = updatedGameMode;
            previousState = state;

            base.Update(gameTime);
        }
示例#3
0
 public override void Update(GameTime gameTime)
 {
     _menu.Update(gameTime);
 }
示例#4
0
        protected override async void Update(GameTime gameTime)
        {
            if (IsActive)
            {
                switch (State)
                {
                case GameState.Started:
                {
                    if (!Paused)
                    {
                        player.Update(gameTime);
                        if (player.UpdateOccured)
                        {
                            world.UpdateBlocks();
                        }
                        await world.UpdateAsync();
                    }

                    gameMenu.Update();

                    break;
                }

                case GameState.Loading:
                {
                    State = GameState.Started;

                    currentSave = mainMenu.CurrentSave;

                    time = new Time(currentSave.Parameters.Day, currentSave.Parameters.Hour, currentSave.Parameters.Minute);

                    ScreenshotHandler screenshotHandler = new ScreenshotHandler(GraphicsDevice, Window.ClientBounds.Width,
                                                                                Window.ClientBounds.Height);
                    BlockSelector blockSelector = new BlockSelector(GraphicsDevice);

                    databaseHandler = new DatabaseHandler(this, currentSave.Parameters.SaveName);
                    gameMenu        = new GameMenu(this, GraphicsDevice, time, screenshotHandler, currentSave.Parameters);
                    world           = new WorldManager(gameMenu, databaseHandler, blockSelector, currentSave.Parameters);
                    player          = new Player(this, GraphicsDevice, currentSave.Parameters);
                    renderer        = new Renderer(this, GraphicsDevice, time, world.Region, screenshotHandler, blockSelector);

                    world.SetPlayer(this, player, currentSave.Parameters);

                    if (!File.Exists($@"Saves\{currentSave.Parameters.SaveName}\save_icon.png"))
                    {
                        player.Update(gameTime);
                        world.Update();
                        renderer.Draw(world.ActiveChunks, player);
                        screenshotHandler.SaveIcon(currentSave.Parameters.SaveName, out currentSave.Icon);
                    }

                    break;
                }

                case GameState.Exiting:
                {
                    databaseHandler.Close();

                    player.SaveParameters(currentSave.Parameters);
                    time.SaveParameters(currentSave.Parameters);
                    currentSave.Parameters.Save();

                    player          = null;
                    world           = null;
                    databaseHandler = null;
                    gameMenu        = null;
                    renderer        = null;

                    GC.Collect();

                    State          = GameState.MainMenu;
                    IsMouseVisible = true;

                    break;
                }

                case GameState.MainMenu:
                {
                    mainMenu.Update();
                    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)
        {
            // MONO: Add your update logic here

            //In every State you are able to quit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            lastGameState = currentGameState;

            //MUSIC Updating Timer
            audioManager.UpdateAudioManagerTimer(gameTime);

            //Update Timer
            float animationFrameTime = 0.02f;

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

            timeUntilNextFrame1 -= gameFrameTime;
            timeUntilNextFrame2 -= gameFrameTime;

            switch (currentGameState)
            {
            case GameState.SPLASHSCREEN:
                splashScreen.ClickedButton();
                break;

            case GameState.MAINMENU:
                if (MediaPlayer.State != 0)
                {
                    MediaPlayer.Stop();
                    turnOnMusic = true;
                }
                mainMenu.Update(this);
                this.IsMouseVisible = true;
                break;

            case GameState.LEVELEDITOR:

                levelEditor.HandleLevelEditorEvents();

                levelEditor.moveOrDeletePlatforms(ref allGameObjectList, transformationMatrix);
                this.IsMouseVisible = true;
                levelEditor.moveCamera(ref cameraOffset);
                // Makes player movable in the leveleditor //Enemies are alive but not visible
                gameObjectsToRender = camera.GameObjectsToRender(wormPlayer.gameObjectPosition, allGameObjectList, ref interactiveObject);
                wormPlayer.Update(gameTime, gameObjectsToRender, ref viewableEnemies, interactiveObject, ref allGameObjectList, loadAndSave, ingameMenus, levelManager, ref allGameObjectList, shopKeeper, itemUIManager, ref hakume);
                break;

            case GameState.GAMELOOP:

                this.IsMouseVisible = false;

                //MUSIC
                if (turnOnMusic)
                {
                    audioManager.Play("IngameMusic");
                    turnOnMusic = false;
                }

                //switch to LevelEditor
                levelManager.ManageLevels(wormPlayer.gameObjectPosition);
                itemUIManager.ManageItems(ref wormPlayer, ref levelObjectList);
                if (currentGameState == GameState.GAMELOOP)
                {
                    //cameraOffset = new Vector2(0, 0);
                    if (Keyboard.GetState().IsKeyDown(Keys.L) && !previousState.IsKeyDown(Keys.L))
                    {
                        currentGameState = GameState.LEVELEDITOR;
                    }
                    //previousState = Keyboard.GetState();
                    if (Keyboard.GetState().IsKeyDown(Keys.M) && !previousState.IsKeyDown(Keys.M) && levelManager.currentLevel != Enums.Level.TUTORIAL)
                    {
                        currentGameState = GameState.MINIMAP;
                    }
                    if ((Keyboard.GetState().IsKeyDown(Keys.P) && !previousState.IsKeyDown(Keys.P)) || (GamePad.GetState(0).IsButtonDown(Buttons.Start) && !previousGamePadState.IsButtonDown(Buttons.Start)))
                    {
                        currentGameState = GameState.GAMEMENU;
                    }

                    previousState        = Keyboard.GetState();
                    previousGamePadState = GamePad.GetState(0);
                }

                if (shopKeeper.shopOpen == true)
                {
                    shopKeeper.handleShopKeeperEvents();
                }


                if (timeUntilNextFrame1 <= 0)
                {
                    gameObjectsToRender  = camera.GameObjectsToRender(wormPlayer.gameObjectPosition, levelObjectList, ref interactiveObject);
                    timeUntilNextFrame1 += animationFrameTime;
                }


                camera.SpawnEnemyOffScreen(wormPlayer, enemySpawnList, ref enemyList, enemySpriteSheets, levelManager.PlayerLevelLocation());
                if (!camera.spawnBoss)
                {
                    viewableEnemies = camera.RenderedEnemies(wormPlayer.gameObjectPosition, enemyList);
                }
                wormPlayer.Update(gameTime, gameObjectsToRender, ref viewableEnemies, interactiveObject, ref levelObjectList, loadAndSave, ingameMenus, levelManager, ref allGameObjectList, shopKeeper, itemUIManager, ref hakume);

                if (timeUntilNextFrame2 <= 0)
                {
                    if (levelManager.PlayerLevelLocation() != Enums.Level.CROWN)
                    {
                        foreach (var enemy in viewableEnemies.ToList())
                        {
                            enemy.Update(gameTime, gameObjectsToRender);
                            if (enemy.EnemyAliveState() == false || enemy.fallOutOfMap)
                            {
                                viewableEnemies.RemoveAt(viewableEnemies.IndexOf(enemy));
                            }
                        }
                    }
                    if (levelManager.PlayerLevelLocation() == Enums.Level.CROWN)
                    {
                        if (hakume != null)
                        {
                            hakume.Update(gameTime, gameObjectsToRender);
                        }
                        if (hakume.EnemyAliveState() == false)
                        {
                            hakume = null;
                        }
                    }

                    timeUntilNextFrame2 += animationFrameTime;
                }
                break;

            case GameState.MINIMAP:
                if (Keyboard.GetState().IsKeyDown(Keys.M) && !previousState.IsKeyDown(Keys.M))
                {
                    currentGameState = GameState.GAMELOOP;
                }
                previousState = Keyboard.GetState();
                break;

            case GameState.GAMEMENU:
                gameMenu.Update(this, loadAndSave);
                break;

            case GameState.CREDITS:
                credits.UpdateCredits();
                break;
            }
        }
示例#6
0
 protected override void Initialize()
 {
     graphics.PreferredBackBufferWidth = 410;
     graphics.PreferredBackBufferHeight = 410;
     graphics.ApplyChanges();
     this.IsMouseVisible = true;
     base.Initialize();
     playerTurn = 1;
     gameCount = 0;
     currentGameState = gameStates.GAME_NOT_ON;
     gameMenu = new GameMenu(this);
     gameMenu.Update();
 }