public virtual void Update(GameTime gameTime, Islander.GameState gameState) { if (gameState == Islander.GameState.RunningGame) { Boat.Update(gameTime); Island.Update(gameTime); /*foreach (Bullet bullet in Bullets) * { * * * }*/ for (int i = Bullets.Count - 1; i >= 0; i--) { Bullets[i].Update(gameTime); if (Bullets[i].done) { RemoveBullet(Bullets[i]); } } } }
public virtual void HandleInput(Islander.GameState gameState, GameTime gameTime) { // get the keyboard state KeyboardState keyboardState = Keyboard.GetState(); // get the current player's gamepad state GamePadState gamePadState = GamePad.GetState(PlayerIndex); // if no input detected, there is no message to send Message = InputMessage.NoMessage; bulletTimeElapsed += gameTime.ElapsedGameTime; // keyboard input if (keyboardState.IsKeyDown(Keys.Enter)) { Message = InputMessage.SkipToNextScreen; } else if (gameState == Islander.GameState.RunningGame) { CheckShooting(keyboardState); Boat.HandleInput(keyboardState); } // gamepad input if (!gamePadState.IsConnected) { //Debug.WriteLine("Player " + PlayerIndex.ToString() + "'s controller is disconnected."); return; } else { if (gamePadState.Buttons.Start == ButtonState.Pressed) { Message = InputMessage.SkipToNextScreen; } else if (gameState == Islander.GameState.RunningGame) { Boat.HandleInput(gamePadState.ThumbSticks.Left); CheckShooting(gamePadState.ThumbSticks.Right); } } }
public virtual void Update(GameTime gameTime, Islander.GameState gameState) { if (gameState == Islander.GameState.RunningGame) { Boat.Update(gameTime); Island.Update(gameTime); // update bullets and remove any that have expired var expiredBullets = new List <Bullet>(); foreach (var bullet in Bullets) { bullet.Update(gameTime); if (bullet.Expired) { expiredBullets.Add(bullet); } } foreach (var bullet in expiredBullets) { RemoveBullet(bullet); } } }
public GameOverScreen(Islander.GameState gameState) { GameState = gameState; }
public MainGameScreen(Islander.GameState gameState) { GameState = gameState; }
public MainMenuScreen(Islander.GameState gameState) { GameState = gameState; state = MainState.start; }