示例#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)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed ||
                Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                this.Exit();
            }

            // get current keyboard state and update burger
            KeyboardState keyboard = Keyboard.GetState();

            burger.Update(gameTime, keyboard);

            // update other game objects
            foreach (TeddyBear bear in bears)
            {
                bear.Update(gameTime);
            }
            foreach (Projectile projectile in projectiles)
            {
                projectile.Update(gameTime);
            }
            foreach (Explosion explosion in explosions)
            {
                explosion.Update(gameTime);
            }

            // check and resolve collisions between teddy bears
            for (int i = 0; i < bears.Count; i++)
            {
                for (int j = i + 1; j < bears.Count; j++)
                {
                    if (bears[i].Active && bears[j].Active)
                    {
                        //Getting collision info
                        CollisionResolutionInfo CRI = CollisionUtils.CheckCollision(gameTime.ElapsedGameTime.Milliseconds,
                                                                                    GameConstants.WINDOW_WIDTH, GameConstants.WINDOW_HEIGHT,
                                                                                    bears[i].Velocity, bears[i].CollisionRectangle,
                                                                                    bears[j].Velocity, bears[j].CollisionRectangle);

                        //checking for collision
                        if (CRI != null)
                        {
                            //play bounce sound
                            teddyBounce.Play();

                            //dealing with first teddy (i)
                            if (CRI.FirstOutOfBounds)
                            {
                                bears[i].Active = false;
                            }
                            else
                            {
                                bears[i].Velocity      = CRI.FirstVelocity;
                                bears[i].DrawRectangle = CRI.FirstDrawRectangle;
                            }

                            //dealing with second teddy (j)
                            if (CRI.SecondOutOfBounds)
                            {
                                bears[j].Active = false;
                            }
                            else
                            {
                                bears[j].Velocity      = CRI.SecondVelocity;
                                bears[j].DrawRectangle = CRI.SecondDrawRectangle;
                            }
                        }
                    }
                }
            }


            // check and resolve collisions between burger and teddy bears
            foreach (TeddyBear teddy in bears)
            {
                //if burger and teddy collide
                if (teddy.Active && burger.CollisionRectangle.Intersects(teddy.CollisionRectangle) && burger.Health > 0)
                {
                    //play sound
                    burgerDamage.Play();

                    //decrease burger health and change health score
                    burger.Health -= GameConstants.BEAR_DAMAGE;
                    healthString   = GameConstants.HEALTH_PREFIX + burger.Health;
                    if (!burgerDead)
                    {
                        CheckBurgerKill();
                    }

                    //destroy teddy and explode him
                    Explosion explosion = new Explosion(explosionSpriteStrip, teddy.Location.X, teddy.Location.Y, explosionSound);
                    explosions.Add(explosion);
                    teddy.Active = false;
                }
            }

            // check and resolve collisions between burger and projectiles
            foreach (Projectile projectile in projectiles)
            {
                //if projectile is an Active teddy bear and collides with burger
                if (projectile.Active && projectile.Type == ProjectileType.TeddyBear &&
                    projectile.CollisionRectangle.Intersects(burger.CollisionRectangle) && burger.Health > 0)
                {
                    //destroy projectile
                    projectile.Active = false;

                    //decrease burger health and change health score
                    burger.Health -= GameConstants.TEDDY_BEAR_PROJECTILE_DAMAGE;
                    healthString   = GameConstants.HEALTH_PREFIX + burger.Health;
                    if (!burgerDead)
                    {
                        CheckBurgerKill();
                    }
                }
            }


            // check and resolve collisions between teddy bears and projectiles
            foreach (TeddyBear bear in bears)
            {
                foreach (Projectile projectile in projectiles)
                {
                    if (projectile.Type == ProjectileType.FrenchFries && projectile.Active && bear.Active && bear.CollisionRectangle.Intersects(projectile.CollisionRectangle))
                    {
                        //deactivate colliding bear and projectile
                        bear.Active       = false;
                        projectile.Active = false;

                        //increase score
                        score      += GameConstants.BEAR_POINTS;
                        scoreString = GameConstants.SCORE_PREFIX + score;

                        //create new exploson object and add to the list
                        Explosion explosion = new Explosion(explosionSpriteStrip,
                                                            bear.Location.X, bear.Location.Y,
                                                            explosionSound);
                        explosions.Add(explosion);
                    }
                }
            }


            // clean out inactive teddy bears and add new ones as necessary
            for (int i = bears.Count - 1; i >= 0; i--)
            {
                if (!bears[i].Active)
                {
                    bears.RemoveAt(i);
                }
            }

            while (bears.Count != GameConstants.MAX_BEARS)
            {
                SpawnBear();
            }

            // clean out inactive projectiles
            for (int i = projectiles.Count - 1; i >= 0; i--)
            {
                if (!projectiles[i].Active)
                {
                    projectiles.RemoveAt(i);
                }
            }

            // clean out finished explosions
            for (int i = explosions.Count - 1; i >= 0; i--)
            {
                if (explosions[i].Finished)
                {
                    explosions.RemoveAt(i);
                }
            }
            base.Update(gameTime);
        }
示例#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();
            }

            // get current keyboard state and update burger
            KeyboardState keyboard = Keyboard.GetState();

            burger.Update(gameTime, keyboard);


            // update other game objects
            foreach (TeddyBear bear in bears)
            {
                bear.Update(gameTime);
            }
            foreach (Projectile projectile in projectiles)
            {
                projectile.Update(gameTime);
            }
            foreach (Explosion explosion in explosions)
            {
                explosion.Update(gameTime);
            }

            // check and resolve collisions between teddy bears
            for (int i = 0; i < bears.Count; i++)
            {
                for (int j = i + 1; j < bears.Count; j++)
                {
                    if (bears[i].Active &&
                        bears[j].Active)
                    {
                        CollisionResolutionInfo cri = CollisionUtils.CheckCollision(gameTime.ElapsedGameTime.Milliseconds,
                                                                                    GameConstants.WindowWidth, GameConstants.WindowHeight,
                                                                                    bears[i].Velocity, bears[i].DrawRectangle,
                                                                                    bears[j].Velocity, bears[j].DrawRectangle);
                        if (cri != null)
                        {
                            // resolve collision
                            if (cri.FirstOutOfBounds)
                            {
                                bears[i].Active = false;
                            }
                            else
                            {
                                bears[i].Velocity      = cri.FirstVelocity;
                                bears[i].DrawRectangle = cri.FirstDrawRectangle;
                                teddyBounce.Play();
                            }
                            if (cri.SecondOutOfBounds)
                            {
                                bears[j].Active = false;
                            }
                            else
                            {
                                bears[j].Velocity      = cri.SecondVelocity;
                                bears[j].DrawRectangle = cri.SecondDrawRectangle;
                            }
                        }
                    }
                }
            }

            // check and resolve collisions between burger and teddy bears
            foreach (TeddyBear bear in bears)
            {
                if (bear.CollisionRectangle.Intersects(burger.CollisionRectangle) && bear.Active)
                {
                    bear.Active = false;
                    explosions.Add(new Explosion(explosionSpriteStrip, bear.Location.X,
                                                 bear.Location.Y, explosion));
                    burger.health -= GameConstants.BearDamage;
                    healthString   = GameConstants.HealthPrefix + burger.health;
                    burgerDamage.Play();
                    CheckBurgerKill();
                }
            }
            // check and resolve collisions between burger and projectiles

            foreach (Projectile projectile in projectiles)
            {
                if (projectile.Type == ProjectileType.TeddyBear && projectile.CollisionRectangle.Intersects(burger.CollisionRectangle) && projectile.Active)
                {
                    projectile.Active = false;
                    burger.health    -= GameConstants.BearDamage;
                    healthString      = GameConstants.HealthPrefix + burger.health;
                    burgerDamage.Play();
                    CheckBurgerKill();
                }
            }



            // check and resolve collisions between teddy bears and projectiles
            foreach (TeddyBear bear in bears)
            {
                foreach (Projectile projectile in projectiles)
                {
                    if (projectile.Type == ProjectileType.FrenchFries &&
                        bear.Active &&
                        projectile.Active &&
                        bear.CollisionRectangle.Intersects(projectile.CollisionRectangle))
                    {
                        bear.Active       = false;
                        projectile.Active = false;
                        explosions.Add(new Explosion(explosionSpriteStrip, bear.Location.X,
                                                     bear.Location.Y, explosion));
                        explosion.Play();
                        score      += GameConstants.BearPoints;
                        scoreString = GameConstants.ScorePrefix + score;
                    }
                }
            }

            // clean out inactive teddy bears and add new ones as necessary
            for (int i = bears.Count - 1; i >= 0; i--)
            {
                if (!bears[i].Active)
                {
                    bears.RemoveAt(i);
                    SpawnBear();
                }
            }

            // clean out inactive projectiles
            for (int i = projectiles.Count - 1; i >= 0; i--)
            {
                if (!projectiles[i].Active)
                {
                    projectiles.RemoveAt(i);
                }
            }

            // clean out finished explosions
            for (int i = explosions.Count - 1; i >= 0; i--)
            {
                if (explosions[i].Finished)
                {
                    explosions.RemoveAt(i);
                }
            }


            base.Update(gameTime);
        }
示例#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)
        {
            KeyboardState keyboard = Keyboard.GetState();

            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed ||
                keyboard.IsKeyDown(Keys.Escape))
            {
                this.Exit();
            }

            // get current mouse state and update burger
            //MouseState mouse = Mouse.GetState();
            //burger.Update(gameTime, mouse);
            burger.Update(gameTime, keyboard);

            // update other game objects
            foreach (TeddyBear bear in bears)
            {
                bear.Update(gameTime);
            }
            foreach (Projectile projectile in projectiles)
            {
                projectile.Update(gameTime);
            }
            foreach (Explosion explosion in explosions)
            {
                explosion.Update(gameTime);
            }

            // check and resolve collisions between teddy bears
            for (var i = 0; i < bears.Count; i++)
            {
                for (var j = i + 1; j < bears.Count; j++)
                {
                    if (bears[i].Active && bears[j].Active)
                    {
                        CollisionResolutionInfo colision = CollisionUtils.CheckCollision(gameTime.ElapsedGameTime.Milliseconds,
                                                                                         GameConstants.WINDOW_WIDTH, GameConstants.WINDOW_HEIGHT,
                                                                                         bears[i].Velocity, bears[i].DrawRectangle,
                                                                                         bears[j].Velocity, bears[j].DrawRectangle);
                        if (colision != null)
                        {
                            teddyBounce.Play();
                            if (colision.FirstOutOfBounds)
                            {
                                bears[i].Active = false;
                            }
                            else
                            {
                                bears[i].DrawRectangle = colision.FirstDrawRectangle;
                                bears[i].Velocity      = colision.FirstVelocity;
                            }
                            if (colision.SecondOutOfBounds)
                            {
                                bears[j].Active = false;
                            }
                            else
                            {
                                bears[j].DrawRectangle = colision.SecondDrawRectangle;
                                bears[j].Velocity      = colision.SecondVelocity;
                            }
                        }
                    }
                }
            }
            // check and resolve collisions between burger and teddy bears
            foreach (TeddyBear bear in bears)
            {
                if (bear.Active &&
                    bear.CollisionRectangle.Intersects(burger.CollisionRectangle))
                {
                    burger.Healt = burger.Healt - GameConstants.BEAR_DAMAGE;
                    healthString = GameConstants.HEALTH_PREFIX + burger.Healt;
                    CheckBurgerKill();
                    bear.Active = false;
                    explosions.Add(new Explosion(explosionSpriteStrip, bear.CollisionRectangle.Center.X, bear.CollisionRectangle.Center.Y, explosion));
                    burgerDamage.Play();
                }
            }
            // check and resolve collisions between burger and projectiles
            foreach (Projectile projectile in projectiles)
            {
                if (projectile.Type == ProjectileType.TeddyBear &&
                    projectile.Active &&
                    projectile.CollisionRectangle.Intersects(burger.CollisionRectangle))
                {
                    burger.Healt = burger.Healt - GameConstants.TEDDY_BEAR_PROJECTILE_DAMAGE;
                    healthString = GameConstants.HEALTH_PREFIX + burger.Healt;
                    CheckBurgerKill();
                    projectile.Active = false;
                    burgerDamage.Play();
                }
            }
            // check and resolve collisions between teddy bears and projectiles
            foreach (TeddyBear bear in bears)
            {
                foreach (Projectile projectile in projectiles)
                {
                    if (bear.Active &&
                        projectile.Active &&
                        projectile.Type == ProjectileType.FrenchFries &&
                        bear.CollisionRectangle.Intersects(projectile.CollisionRectangle))
                    {
                        bear.Active       = false;
                        projectile.Active = false;
                        explosions.Add(new Explosion(explosionSpriteStrip, bear.CollisionRectangle.Center.X, bear.CollisionRectangle.Center.Y, explosion));
                        score      += GameConstants.BEAR_POINTS;
                        scoreString = GameConstants.SCORE_PREFIX + score;
                    }
                }
            }
            // clean out inactive teddy bears and add new ones as necessary
            for (int i = bears.Count - 1; i >= 0; i--)
            {
                if (!bears[i].Active)
                {
                    bears.RemoveAt(i);
                }
            }
            //add new bears
            while (bears.Count < GameConstants.MAX_BEARS)
            {
                SpawnBear();
            }
            // clean out inactive projectiles
            for (int i = projectiles.Count - 1; i >= 0; i--)
            {
                if (!projectiles[i].Active)
                {
                    projectiles.RemoveAt(i);
                }
            }
            // clean out finished explosions
            for (int i = explosions.Count - 1; i >= 0; i--)
            {
                if (explosions[i].Finished)
                {
                    explosions.RemoveAt(i);
                }
            }

            base.Update(gameTime);
        }
示例#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)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed ||
                Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                this.Exit();
            }

            // get current mouse state and update burger
            //MouseState mouse = Mouse.GetState();
            KeyboardState keyboard = Keyboard.GetState();

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

            burger.Update(gameTime, keyboard);

            // update other game objects
            foreach (TeddyBear bear in bears)
            {
                bear.Update(gameTime);
            }
            foreach (Projectile projectile in projectiles)
            {
                projectile.Update(gameTime);
            }
            foreach (Explosion explosion in explosions)
            {
                explosion.Update(gameTime);
            }

            // check and resolve collisions between teddy bears
            for (int i = 0; i < bears.Count(); ++i)
            {
                for (int j = i + 1; j < bears.Count(); ++j)
                {
                    if (bears[i].Active && bears[j].Active)
                    {
                        // make collision detection
                        CollisionResolutionInfo colInfo = CollisionUtils.CheckCollision(gameTime.ElapsedGameTime.Milliseconds,
                                                                                        GameConstants.WINDOW_WIDTH, GameConstants.WINDOW_HEIGHT,
                                                                                        bears[i].Velocity, bears[i].DrawRectangle,
                                                                                        bears[j].Velocity, bears[j].DrawRectangle);
                        if (colInfo != null)
                        {
                            // update first teddy bear according to collision info
                            if (colInfo.FirstOutOfBounds)
                            {
                                bears[i].Active = false;
                            }
                            else
                            {
                                bears[i].Velocity      = colInfo.FirstVelocity;
                                bears[i].DrawRectangle = colInfo.FirstDrawRectangle;
                            }

                            // update second teddy bear according to collision info
                            if (colInfo.SecondOutOfBounds)
                            {
                                bears[j].Active = false;
                            }
                            else
                            {
                                bears[j].Velocity      = colInfo.SecondVelocity;
                                bears[j].DrawRectangle = colInfo.SecondDrawRectangle;
                            }
                            teddyBounce.Play();
                        }
                    }
                }
            }

            // check and resolve collisions between burger and teddy bears
            foreach (TeddyBear bear in bears)
            {
                if (bear.Active && bear.CollisionRectangle.Intersects(burger.CollisionRectangle))
                {
                    // update burger health
                    burger.Health -= GameConstants.BEAR_DAMAGE;
                    healthString   = GameConstants.HEALTH_PREFIX + burger.Health;

                    // play sound and check if burger is still alive
                    burgerDamage.Play();
                    CheckBurgerKill();

                    bear.Active = false;
                    explosions.Add(new Explosion(explosionSpriteStrip,
                                                 bear.CollisionRectangle.Center.X,
                                                 bear.CollisionRectangle.Center.Y,
                                                 explosion));
                }
            }

            // check and resolve collisions between burger and projectiles
            foreach (Projectile projectile in projectiles)
            {
                if (projectile.Active && projectile.Type == ProjectileType.TeddyBear &&
                    projectile.CollisionRectangle.Intersects(burger.CollisionRectangle))
                {
                    // update burger health
                    burger.Health -= GameConstants.TEDDY_BEAR_PROJECTILE_DAMAGE;
                    healthString   = GameConstants.HEALTH_PREFIX + burger.Health;

                    // play sound and check if burger is still alive
                    burgerDamage.Play();
                    CheckBurgerKill();

                    projectile.Active = false;
                }
            }

            // check and resolve collisions between teddy bears and projectiles
            foreach (TeddyBear bear in bears)
            {
                foreach (Projectile projectile in projectiles)
                {
                    // check if projectile type is correct and if both objects are active
                    if (projectile.Type == ProjectileType.FrenchFries &&
                        projectile.Active && bear.Active)
                    {
                        // check if the objects intersect
                        if (projectile.CollisionRectangle.Intersects(bear.CollisionRectangle))
                        {
                            // update score
                            score      += GameConstants.BEAR_POINTS;
                            scoreString = GameConstants.SCORE_PREFIX + score;

                            // set projectile and bear to inactive and create explosion
                            projectile.Active = false;
                            bear.Active       = false;
                            explosions.Add(new Explosion(explosionSpriteStrip,
                                                         bear.CollisionRectangle.Center.X,
                                                         bear.CollisionRectangle.Center.Y,
                                                         explosion));
                        }
                    }
                }
            }

            // clean out inactive teddy bears and add new ones as necessary

            // clean out inactive teddies
            for (int i = bears.Count() - 1; i >= 0; --i)
            {
                if (!bears[i].Active)
                {
                    bears.RemoveAt(i);
                }
            }

            // spawn new teddies
            while (bears.Count() < GameConstants.MAX_BEARS)
            {
                SpawnBear();
            }



            // clean out inactive projectiles
            for (int i = projectiles.Count() - 1; i >= 0; --i)
            {
                if (!projectiles[i].Active)
                {
                    projectiles.RemoveAt(i);
                }
            }

            // clean out finished explosions
            for (int i = explosions.Count() - 1; i >= 0; --i)
            {
                if (explosions[i].Finished)
                {
                    explosions.RemoveAt(i);
                }
            }

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

            // get current keyboard state and update burger
            KeyboardState keyboard = Keyboard.GetState();

            burger.Update(gameTime, keyboard);

            // update other game objects
            foreach (TeddyBear bear in bears)
            {
                bear.Update(gameTime);
            }
            foreach (Projectile projectile in projectiles)
            {
                projectile.Update(gameTime);
            }
            foreach (Explosion explosion in explosions)
            {
                explosion.Update(gameTime);
            }

            // check and resolve collisions between teddy bears
            for (int i = 0; i < bears.Count; i++)
            {
                for (int j = i + 1; j < bears.Count; j++)
                {
                    TeddyBear oneTeddy      = bears[i];
                    TeddyBear theOtherTeddy = bears[j];
                    if (oneTeddy.Active && theOtherTeddy.Active)
                    {
                        CollisionResolutionInfo collisionResolutionInfo = CollisionUtils.CheckCollision(gameTime.ElapsedGameTime.Milliseconds, GameConstants.WindowWidth, GameConstants.WindowHeight, oneTeddy.Velocity, oneTeddy.DrawRectangle, theOtherTeddy.Velocity, theOtherTeddy.DrawRectangle);
                        if (null != collisionResolutionInfo)
                        {
                            // first teddy collision
                            if (collisionResolutionInfo.FirstOutOfBounds)
                            {
                                oneTeddy.Active = false;
                            }
                            else
                            {
                                oneTeddy.Velocity      = collisionResolutionInfo.FirstVelocity;
                                oneTeddy.DrawRectangle = collisionResolutionInfo.FirstDrawRectangle;

                                // adding sound effect
                                teddyBounce.Play();
                            }

                            // second teddy collision
                            if (collisionResolutionInfo.SecondOutOfBounds)
                            {
                                theOtherTeddy.Active = false;
                            }
                            else
                            {
                                theOtherTeddy.Velocity      = collisionResolutionInfo.SecondVelocity;
                                theOtherTeddy.DrawRectangle = collisionResolutionInfo.SecondDrawRectangle;

                                // adding sound effect
                                teddyBounce.Play();
                            }
                        }
                    }
                }
            }

            // check and resolve collisions between burger and teddy bears
            int initialBurguerHealth = burger.Health;

            foreach (TeddyBear bear in bears)
            {
                if (bear.Active && bear.CollisionRectangle.Intersects(burger.CollisionRectangle))
                {
                    burger.Health -= GameConstants.BearDamage;
                    bear.Active    = false;
                    explosions.Add(new Explosion(explosionSpriteStrip, bear.CollisionRectangle.Center.X, bear.CollisionRectangle.Center.Y, explosion));

                    // adding sound effect
                    burgerDamage.Play();

                    // checking if burger was killed
                    CheckBurgerKill();
                }
            }

            // check and resolve collisions between burger and projectiles
            foreach (Projectile projectile in projectiles)
            {
                if (projectile.Active && ProjectileType.TeddyBear.Equals(projectile.Type) && projectile.CollisionRectangle.Intersects(burger.CollisionRectangle))
                {
                    projectile.Active = false;
                    burger.Health    -= GameConstants.TeddyBearProjectileDamage;

                    // adding sound effect
                    burgerDamage.Play();

                    // checking if burger was killed
                    CheckBurgerKill();
                }
            }

            // if health has changed, update health string
            if (initialBurguerHealth != burger.Health)
            {
                UpdateHealthString();
            }


            // check and resolve collisions between teddy bears and projectiles
            foreach (TeddyBear bear in bears)
            {
                foreach (Projectile projectile in projectiles)
                {
                    // if projectile is french frye and projectile collisions with teddy, deactivate both of them
                    if (ProjectileType.FrenchFries.Equals(projectile.Type) && bear.CollisionRectangle.Intersects(projectile.CollisionRectangle))
                    {
                        // inactive teddy and projectile
                        projectile.Active = false;
                        bear.Active       = false;
                        explosions.Add(new Explosion(explosionSpriteStrip, bear.CollisionRectangle.Center.X, bear.CollisionRectangle.Center.Y, explosion));

                        // update score
                        score += GameConstants.BearPoints;
                        UpdateScoreString();
                    }
                }
            }

            // clean out inactive teddy bears and add new ones as necessary
            for (int i = bears.Count - 1; i >= 0; i--)
            {
                if (!bears[i].Active)
                {
                    bears.RemoveAt(i);
                }
            }

            // add bears
            while (bears.Count < GameConstants.MaxBears)
            {
                SpawnBear();
            }

            // clean out inactive projectiles
            for (int i = projectiles.Count - 1; i >= 0; i--)
            {
                if (!projectiles[i].Active)
                {
                    projectiles.RemoveAt(i);
                }
            }

            // clean out finished explosions
            for (int i = explosions.Count - 1; i >= 0; i--)
            {
                if (explosions[i].Finished)
                {
                    explosions.Remove(explosions[i]);
                }
            }

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

            // get current mouse state and update burger
            MouseState mouse = Mouse.GetState();

            burger.Update(gameTime, mouse);
            // update other game objects
            foreach (TeddyBear bear in bears)
            {
                bear.Update(gameTime);
            }
            foreach (Projectile projectile in projectiles)
            {
                projectile.Update(gameTime);
            }
            foreach (Explosion explosion in explosions)
            {
                explosion.Update(gameTime);
            }


            foreach (var bear in bears)
            {
                foreach (var projectile in projectiles)
                {
                    if (bear.Active && projectile.Active && bear.CollisionRectangle.Intersects(projectile.CollisionRectangle))
                    {
                        // check and resolve collisions between teddy bears and projectiles
                        if (projectile.Type == ProjectileType.FrenchFries)
                        {
                            bear.Active       = false;
                            projectile.Active = false;
                            explosions.Add(new Explosion(explosionSpriteStrip, bear.Location.X, bear.Location.Y));
                        }
                    }
                }
            }
            // check and resolve collisions between teddy bears
            for (int i = 0; i < bears.Count; i++)
            {
                for (int j = i + 1; j < bears.Count; j++)
                {
                    if (bears[i].Active && bears[j].Active)
                    {
                        CollisionResolutionInfo resolutionInfo = CollisionUtils.CheckCollision(gameTime.ElapsedGameTime.Milliseconds, GameConstants.WindowWidth,
                                                                                               GameConstants.WindowHeight, bears[i].Velocity, bears[i].DrawRectangle, bears[j].Velocity, bears[j].DrawRectangle);
                        if (resolutionInfo != null)
                        {
                            if (resolutionInfo.FirstOutOfBounds)
                            {
                                bears[i].Active = false;
                            }
                            else
                            {
                                bears[i].DrawRectangle = resolutionInfo.FirstDrawRectangle;
                                bears[i].Velocity      = resolutionInfo.FirstVelocity;
                            }
                            if (resolutionInfo.SecondOutOfBounds)
                            {
                                bears[j].Active = false;
                            }
                            else
                            {
                                bears[j].DrawRectangle = resolutionInfo.SecondDrawRectangle;
                                bears[j].Velocity      = resolutionInfo.SecondVelocity;
                            }
                        }
                    }
                }
            }

            // check and resolve collisions between burger and teddy bears
            foreach (var bear in bears)
            {
                if (bear.Active && bear.CollisionRectangle.Intersects(burger.CollisionRectangle))
                {
                    burger.Health -= GameConstants.BearDamage;
                    bear.Active    = false;
                    Explosion explosion = new Explosion(explosionSpriteStrip, bear.DrawRectangle.X, bear.DrawRectangle.Y);
                    explosions.Add(explosion);
                }
            }
            // check and resolve collisions between burger and projectiles
            foreach (var projectile in projectiles)
            {
                if (projectile.Type == ProjectileType.TeddyBear && projectile.Active && projectile.CollisionRectangle.Intersects(burger.CollisionRectangle))
                {
                    burger.Health    -= GameConstants.TeddyBearProjectileDamage;
                    projectile.Active = false;
                }
            }


            // clean out inactive teddy bears and add new ones as necessary
            for (int i = bears.Count - 1; i >= 0; i--)
            {
                if (!bears[i].Active)
                {
                    bears.RemoveAt(i);
                }
            }
            while (bears.Count != GameConstants.MaxBears)
            {
                SpawnBear();
            }
            // clean out inactive projectiles
            for (int i = projectiles.Count - 1; i >= 0; i--)
            {
                if (!projectiles[i].Active)
                {
                    projectiles.RemoveAt(i);
                }
            }
            // clean out finished explosions
            for (int i = explosions.Count - 1; i >= 0; i--)
            {
                if (explosions[i].Finished)
                {
                    explosions.RemoveAt(i);
                }
            }
            base.Update(gameTime);
        }
示例#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)
        {
            // get current mouse\keyboard state and update burger
            KeyboardState currentKeyboardState = Keyboard.GetState();
            MouseState    mouse = Mouse.GetState();

            if (burger != null)
            {
                burger.Update(gameTime, mouse, currentKeyboardState);
            }

            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || currentKeyboardState.IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            //


            // update other game objects
            if (bears.Any())
            {
                foreach (TeddyBear bear in bears)
                {
                    bear.Update(gameTime);
                }
            }
            foreach (Projectile projectile in projectiles)
            {
                projectile.Update(gameTime);
            }
            foreach (Explosion explosion in explosions)
            {
                explosion.Update(gameTime);
            }

            // check and resolve collisions between teddy bears
            if (bears.Any() && burger != null)
            {
                for (int i = 0; i < bears.Count; i++)
                {
                    for (int j = i + 1; j < bears.Count; j++)
                    {
                        if (bears[i].Active && bears[j].Active)
                        {
                            CollisionResolutionInfo collisitionResInfo = CollisionUtils.CheckCollision(gameTime.ElapsedGameTime.Milliseconds,
                                                                                                       GameConstants.WindowWidth, GameConstants.WindowHeight,
                                                                                                       bears[i].Velocity, bears[i].DrawRectangle, bears[j].Velocity, bears[j].DrawRectangle);
                            if (collisitionResInfo != null)
                            {
                                // 1 bear check and bounce if needed
                                if (collisitionResInfo.FirstOutOfBounds)
                                {
                                    bears[i].Active = false;
                                }
                                else
                                {
                                    bears[i].Velocity      = collisitionResInfo.FirstVelocity;
                                    bears[i].DrawRectangle = collisitionResInfo.FirstDrawRectangle;
                                    teddyBounce.Play();
                                }

                                // 2 bear check and bounce if needed
                                if (collisitionResInfo.SecondOutOfBounds)
                                {
                                    bears[j].Active = false;
                                }
                                else
                                {
                                    bears[j].Velocity      = collisitionResInfo.SecondVelocity;
                                    bears[j].DrawRectangle = collisitionResInfo.SecondDrawRectangle;
                                    teddyBounce.Play();
                                }
                            }
                        }
                    }
                }
            }


            //a collision between the burger and each projectile
            if (bears.Any() && burger != null)
            {
                foreach (Projectile projectile in projectiles)
                {
                    if (projectile.Type == ProjectileType.TeddyBear &&
                        burger.CollisionRectangle.Intersects(projectile.CollisionRectangle) &&
                        projectile.Active && !burgerDead)
                    {
                        projectile.Active = false;
                        explosions.Add(new Explosion(explosionSpriteStrip, burger.CollisionRectangle.Center.X, burger.CollisionRectangle.Center.Y));
                        explosion.Play();
                        burger.Health -= GameConstants.TeddyBearProjectileDamage;
                        messages.Remove(healthMessage);
                        healthMessage = new Message(GameConstants.HealthPrefix + burger.Health, font, GameConstants.HealthLocation);
                        messages.Add(healthMessage);
                        CheckBurgerKill();
                    }
                }
            }
            // bear collisisons check
            if (bears.Any() && burger != null)
            {
                for (int i = 0; i < bears.Count; i++)
                {
                    if (bears[i].Active)
                    {
                        // check and resolve collisions between burger and teddy bears
                        if (burger.CollisionRectangle.Intersects(bears[i].CollisionRectangle) && !burgerDead)
                        {
                            score++;
                            burger.Health -= GameConstants.BearDamage;
                            messages.Clear();
                            healthMessage = new Message(GameConstants.HealthPrefix + burger.Health, font, GameConstants.HealthLocation);
                            scoreMessage  = new Message(GetScoreString(score), font, GameConstants.ScoreLocation);
                            messages.AddRange(new Message[] { healthMessage, scoreMessage });
                            bears[i].Active = false;
                            explosions.Add(new Explosion(explosionSpriteStrip, bears[i].Location.X, bears[i].Location.Y));
                            explosion.Play();
                            CheckBurgerKill();
                        }

                        // check and resolve collisions between teddy bears and projectiles
                        else
                        {
                            foreach (Projectile projectile in projectiles)
                            {
                                if (projectile.Type == ProjectileType.FrenchFries &&
                                    bears[i].DrawRectangle.Intersects(projectile.CollisionRectangle) &&
                                    bears[i].Active && projectile.Active)
                                {
                                    score += GameConstants.BearPoints;
                                    messages.Remove(scoreMessage);
                                    GetScoreString(score);
                                    scoreMessage = new Message(GetScoreString(score), font, GameConstants.ScoreLocation);
                                    messages.Add(scoreMessage);
                                    bears[i].Active   = false;
                                    projectile.Active = false;
                                    explosions.Add(new Explosion(explosionSpriteStrip, bears[i].Location.X, bears[i].Location.Y));
                                    explosion.Play();
                                }
                            }
                        }
                    }
                }
            }

            // clean out inactive teddy bears and add new ones as necessary
            for (int i = bears.Count - 1; i >= 0; i--)
            {
                if (!bears[i].Active)
                {
                    bears.RemoveAt(i);
                }
            }

            // adding bear to max value
            while (bears.Count < GameConstants.MaxBears && burger != null)
            {
                SpawnBear();
            }

            // clean out inactive projectiles
            for (int i = projectiles.Count - 1; i >= 0; i--)
            {
                if (!projectiles[i].Active)
                {
                    projectiles.RemoveAt(i);
                }
            }

            // clean out finished explosions
            for (int i = explosions.Count - 1; i >= 0; i--)
            {
                if (explosions[i].Finished)
                {
                    explosions.Remove(explosions[i]);
                }
            }

            lastKeyboardState = currentKeyboardState;
            base.Update(gameTime);
        }
示例#8
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();
            }

            // get current mouse state and update burger
            MouseState    mouse    = Mouse.GetState();
            KeyboardState keyboard = Keyboard.GetState();

            //burger.Update(gameTime, mouse);
            burger.Update(gameTime, keyboard);

            // update other game objects
            foreach (TeddyBear bear in bears)
            {
                bear.Update(gameTime);
            }
            foreach (Projectile projectile in projectiles)
            {
                projectile.Update(gameTime);
            }
            foreach (Explosion explosion in explosions)
            {
                explosion.Update(gameTime);
            }

            // check and resolve collisions between teddy bears
            for (int i = 0; i < bears.Count; i++)
            {
                for (int j = i + 1; j < bears.Count; j++)
                {
                    // bear1 and bear2 active, resolve collisions
                    if (bears[i].Active && bears[j].Active)
                    {
                        CollisionResolutionInfo collisionInfo = CollisionUtils.CheckCollision(gameTime.ElapsedGameTime.Milliseconds,
                                                                                              GameConstants.WindowWidth, GameConstants.WindowHeight, bears[i].Velocity, bears[i].CollisionRectangle, bears[j].Velocity, bears[j].CollisionRectangle);
                        if (collisionInfo != null)
                        {
                            if (collisionInfo.FirstOutOfBounds)
                            {
                                bears[i].Active = false;
                            }
                            else
                            {
                                bears[i].DrawRectangle = collisionInfo.FirstDrawRectangle;
                                bears[i].Velocity      = collisionInfo.FirstVelocity;
                            }

                            if (collisionInfo.SecondOutOfBounds)
                            {
                                bears[j].Active = false;
                            }
                            else
                            {
                                bears[j].DrawRectangle = collisionInfo.SecondDrawRectangle;
                                bears[j].Velocity      = collisionInfo.SecondVelocity;
                            }

                            teddyBounce.Play();
                        }
                    }
                }
            }

            // check and resolve collisions between burger and teddy bears
            foreach (TeddyBear bear in bears)
            {
                if (bear.Active && bear.CollisionRectangle.Intersects(burger.CollisionRectangle))
                {
                    // process burger damaged by teddy bear
                    burger.Health -= GameConstants.BearDamage;
                    bear.Active    = false;
                    Explosion explosion = new Explosion(explosionSpriteStrip, bear.Location.X, bear.Location.Y, explosionSound);
                    explosions.Add(explosion);
                    healthString = GameConstants.HealthPrefix + burger.Health;
                    burgerDamage.Play();

                    // check burger health
                    CheckBurgerKill();
                }
            }

            // check and resolve collisions between burger and projectiles
            foreach (Projectile projectile in projectiles)
            {
                if (projectile.Type == ProjectileType.TeddyBear && projectile.Active &&
                    projectile.CollisionRectangle.Intersects(burger.CollisionRectangle))
                {
                    // process burger damaged by projectile
                    projectile.Active = false;
                    burger.Health    -= GameConstants.TeddyBearProjectileDamage;
                    healthString      = GameConstants.HealthPrefix + burger.Health;
                    burgerDamage.Play();

                    // check burger health
                    CheckBurgerKill();
                }
            }

            // check and resolve collisions between teddy bears and projectiles
            foreach (TeddyBear bear in bears)
            {
                foreach (Projectile projectile in projectiles)
                {
                    if (bear.Active && projectile.Active && projectile.Type == ProjectileType.FrenchFries &&
                        bear.CollisionRectangle.Intersects(projectile.CollisionRectangle))
                    {
                        // colliding, then disable both bear and projectile
                        bear.Active       = false;
                        projectile.Active = false;
                        int explosionX = bear.CollisionRectangle.Center.X;
                        int explosionY = bear.CollisionRectangle.Center.Y;

                        // Blow up teddy bear
                        Explosion explosion = new Explosion(explosionSpriteStrip, explosionX, explosionY, explosionSound);
                        explosions.Add(explosion);

                        // score points
                        score      += GameConstants.BearPoints;
                        scoreString = GameConstants.ScorePrefix + score;
                    }
                }
            }
            // clean out inactive teddy bears and add new ones as necessary
            for (int i = bears.Count - 1; i >= 0; i--)
            {
                if (!bears[i].Active)
                {
                    bears.RemoveAt(i);
                }
            }
            // spawn enough teddy bears to fill the ranks
            while (bears.Count <= GameConstants.MaxBears)
            {
                SpawnBear();
            }

            // clean out inactive projectiles
            for (int i = projectiles.Count - 1; i >= 0; i--)
            {
                if (!projectiles[i].Active)
                {
                    projectiles.RemoveAt(i);
                }
            }

            // clean out finished explosions
            for (int i = explosions.Count - 1; i >= 0; i--)
            {
                if (explosions[i].Finished)
                {
                    explosions.RemoveAt(i);
                }
            }
            base.Update(gameTime);
        }
示例#9
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();
            }

            // get current mouse state and update burger
            MouseState mouse = Mouse.GetState();

            burger.Update(gameTime, mouse);

            // update other game objects
            foreach (TeddyBear bear in bears)
            {
                bear.Update(gameTime);
            }
            foreach (Projectile projectile in projectiles)
            {
                projectile.Update(gameTime);
            }
            foreach (Explosion explosion in explosions)
            {
                explosion.Update(gameTime);
            }

            // check and resolve collisions between teddy bears
            for (int i = 0; i < bears.Count; i++)
            {
                for (int j = i + 1; j < bears.Count; j++)
                {
                    if (bears[i].Active && bears[j].Active)
                    {
                        CollisionResolutionInfo collision = CollisionUtils.CheckCollision(gameTime.ElapsedGameTime.Milliseconds,
                                                                                          GameConstants.WindowWidth, GameConstants.WindowHeight, bears[i].Velocity, bears[i].DrawRectangle, bears[j].Velocity, bears[j].DrawRectangle);
                        if (collision != null)
                        {
                            // We have a collision to resolve
                            if (collision.FirstOutOfBounds)
                            {
                                // Teddy1 was forced out of bounds so remove from the game
                                bears[i].Active = false;
                            }
                            else
                            {
                                bears[i].Velocity      = collision.FirstVelocity;
                                bears[i].DrawRectangle = collision.FirstDrawRectangle;
                            }

                            if (collision.SecondOutOfBounds)
                            {
                                // Teddy2 was forced out of bounds so remove from the game
                                bears[j].Active = false;
                            }
                            else
                            {
                                bears[j].Velocity      = collision.SecondVelocity;
                                bears[j].DrawRectangle = collision.SecondDrawRectangle;
                            }
                        }
                    }
                }
            }

            // check and resolve collisions between burger and teddy bears

            // check and resolve collisions between burger and projectiles

            // check and resolve collisions between teddy bears and projectiles
            foreach (TeddyBear teddy in bears)
            {
                // Only check for collisions if this teddy is active
                if (teddy.Active)
                {
                    foreach (Projectile projectile in projectiles)
                    {
                        if (projectile.Type == ProjectileType.FrenchFries && projectile.Active)
                        {
                            // Check for the collision
                            if (teddy.CollisionRectangle.Intersects(projectile.CollisionRectangle))
                            {
                                // Set the teddy and projectile to inactive
                                teddy.Active      = false;
                                projectile.Active = false;

                                // Create a new explosion
                                explosions.Add(new Explosion(explosionSpriteStrip, teddy.Location.X, teddy.Location.Y));
                            }
                        }
                    }
                }
            }

            // clean out inactive teddy bears and add new ones as necessary
            for (int i = bears.Count - 1; i >= 0; i--)
            {
                if (!bears[i].Active)
                {
                    bears.RemoveAt(i);
                }
            }

            // clean out inactive projectiles
            for (int i = projectiles.Count - 1; i >= 0; i--)
            {
                if (!projectiles[i].Active)
                {
                    projectiles.RemoveAt(i);
                }
            }

            // clean out finished explosions
            for (int i = explosions.Count - 1; i >= 0; i--)
            {
                if (explosions[i].Finished)
                {
                    explosions.RemoveAt(i);
                }
            }

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

            // get current mouse state and update burger
            MouseState    mouse    = Mouse.GetState();
            KeyboardState keyboard = Keyboard.GetState();

            burger.Update(gameTime, keyboard);

            if (burger.Health <= 0)
            {
                gameState = GameState.END;
            }

            if (keyboard.IsKeyDown(Keys.P) && gameState != GameState.END)
            {
                // pause or unpause
                if (gameState == GameState.PLAY)
                {
                    gameState = GameState.PAUSED;
                }
                else
                {
                    gameState = GameState.PLAY;
                }
            }

            if (gameState == GameState.PLAY)
            {
                // update other game objects
                foreach (TeddyBear bear in bears)
                {
                    bear.Update(gameTime);
                }
                foreach (Projectile projectile in projectiles)
                {
                    projectile.Update(gameTime);
                }
                foreach (Explosion explosion in explosions)
                {
                    explosion.Update(gameTime);
                }

                // check and resolve collisions between teddy bears
                for (int i = 0; i < bears.Count; i++)
                {
                    for (int j = i + 1; j < bears.Count; j++)
                    {
                        if (bears[i].Active && bears[j].Active && bears[i].CollisionRectangle.Intersects(bears[j].CollisionRectangle))
                        {
                            teddyBounce.Play();
                            CollisionResolutionInfo bearCollsionInfo = CollisionUtils.CheckCollision(gameTime.ElapsedGameTime.Milliseconds,
                                                                                                     GameConstants.WindowWidth, GameConstants.WindowHeight, bears[i].Velocity, bears[i].CollisionRectangle,
                                                                                                     bears[j].Velocity, bears[j].CollisionRectangle);
                            if (bearCollsionInfo != null)
                            {
                                if (bearCollsionInfo.FirstOutOfBounds)
                                {
                                    bears[i].Active = false;
                                }
                                else
                                {
                                    bears[i].Velocity      = bearCollsionInfo.FirstVelocity;
                                    bears[i].DrawRectangle = bearCollsionInfo.FirstDrawRectangle;
                                }
                                if (bearCollsionInfo.SecondOutOfBounds)
                                {
                                    bears[j].Active = false;
                                }
                                else
                                {
                                    bears[j].Velocity      = bearCollsionInfo.SecondVelocity;
                                    bears[j].DrawRectangle = bearCollsionInfo.SecondDrawRectangle;
                                }
                            }
                        }
                    }
                }
                // check and resolve collisions between burger and teddy bears
                foreach (TeddyBear bear in bears)
                {
                    if (bear.Active && bear.CollisionRectangle.Intersects(burger.CollisionRectangle))
                    {
                        burger.Health -= GameConstants.BearDamage;
                        // check if burger is dead
                        CheckBurgerKill();
                        bear.Active = false;
                        // play sound
                        burgerDamage.Play();
                        explosions.Add(new Explosion(explosionSpriteStrip, bear.Location.X, bear.Location.Y, explosionSound));
                    }
                }
                // check and resolve collisions between burger and projectiles
                foreach (Projectile projectile in projectiles)
                {
                    if (projectile.Type == ProjectileType.TeddyBear)
                    {
                        if (projectile.Active &&
                            projectile.CollisionRectangle.Intersects(burger.CollisionRectangle))
                        {
                            projectile.Active = false;
                            burger.Health    -= GameConstants.TeddyBearProjectileDamage;
                            // check if burger is dead
                            CheckBurgerKill();

                            // update health of burger
                            healthString = GameConstants.HealthPrefix + burger.Health;
                            // play sound
                            burgerDamage.Play();
                        }
                    }
                }
                // check and resolve collisions between teddy bears and projectiles
                foreach (TeddyBear bear in bears)
                {
                    foreach (Projectile projectile in projectiles)
                    {
                        // check to see if projectile is french fries (teddy bears dont kill teddy bears)
                        if (projectile.Type == ProjectileType.FrenchFries)
                        {
                            // check for collision
                            if (bear.Active && projectile.Active && bear.CollisionRectangle.Intersects(projectile.CollisionRectangle))
                            {
                                bear.Active       = false;
                                projectile.Active = false;

                                // add explosions at the center of the bear
                                Explosion explosion = new Explosion(explosionSpriteStrip, bear.Location.X, bear.Location.Y, explosionSound);
                                explosions.Add(explosion);

                                // update score
                                score      += GameConstants.BearPoints;
                                scoreString = GameConstants.ScorePrefix + score;

                                // play sound
                                explosionSound.Play();
                            }
                        }
                    }
                }
                // clean out inactive teddy bears and add new ones as necessary
                for (int i = bears.Count - 1; i >= 0; i--)
                {
                    if (!bears[i].Active)
                    {
                        bears.RemoveAt(i);
                    }
                }
                // add bears once one or more teddy bears are inactive
                while (bears.Count < GameConstants.MaxBears)
                {
                    SpawnBear();
                }
                // clean out inactive projectiles
                for (int i = projectiles.Count - 1; i >= 0; i--)
                {
                    if (!projectiles[i].Active)
                    {
                        projectiles.RemoveAt(i);
                    }
                }
                // clean out finished explosions
                for (int i = explosions.Count - 1; i >= 0; i--)
                {
                    if (explosions[i].Finished)
                    {
                        explosions.RemoveAt(i);
                    }
                }
            }
            else
            {
            }


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

            // get current mouse state and update burger
            KeyboardState currentState = Keyboard.GetState();

            if (burger.getHealth() > 0)
            {
                burger.Update(gameTime, currentState);
            }
            // update other game objects
            foreach (TeddyBear bear in bears)
            {
                bear.Update(gameTime);
            }
            foreach (Projectile projectile in projectiles)
            {
                projectile.Update(gameTime);
            }
            foreach (Explosion explosion in explosions)
            {
                explosion.Update(gameTime);
            }

            // check and resolve collisions between teddy bears

            foreach (TeddyBear bear in bears)
            {
                foreach (Projectile projectile in projectiles)
                {
                    if ((bear.CollisionRectangle.X + bear.CollisionRectangle.Size.X > projectile.CollisionRectangle.X) && (bear.CollisionRectangle.X < projectile.CollisionRectangle.X) && (bear.CollisionRectangle.Y <= projectile.CollisionRectangle.Y) && (bear.CollisionRectangle.Y + bear.CollisionRectangle.Size.Y > projectile.CollisionRectangle.Y))
                    {
                        if (projectile.Type == ProjectileType.FrenchFries)
                        {
                            bear.Active       = false;
                            projectile.Active = false;
                            Explosion newExplosion = new Explosion(explosionSpriteStrip, bear.CollisionRectangle.X, bear.CollisionRectangle.Y, explosion);
                            explosions.Add(newExplosion);
                            score      += GameConstants.BearPoints;
                            scoreString = GameConstants.ScorePrefix + score;
                        }
                    }
                }
                if (bear.Active && ((bear.CollisionRectangle.X + bear.CollisionRectangle.Size.X > burger.CollisionRectangle.X) && (bear.CollisionRectangle.X < burger.CollisionRectangle.X) && (bear.CollisionRectangle.Y <= burger.CollisionRectangle.Y) && (bear.CollisionRectangle.Y + bear.CollisionRectangle.Size.Y > burger.CollisionRectangle.Y)))
                {
                    burger.setHealth(burger.getHealth() - GameConstants.BearDamage);
                    bear.Active = false;
                    Explosion bearExploded = new Explosion(explosionSpriteStrip, bear.CollisionRectangle.X, bear.CollisionRectangle.Y, explosion);
                    explosions.Add(bearExploded);
                    healthString = GameConstants.HealthPrefix + burger.getHealth();
                    burgerDamage.Play();
                    CheckBurgerKill();
                }
            }

            for (int i = explosions.Count - 1; i > 0; i--)
            {
                if (explosions[i].Finished)
                {
                    explosions.RemoveAt(i);
                }
            }

            // check and resolve collisions between burger and teddy bears

            // check and resolve collisions between burger and projectiles
            foreach (Projectile bearShot in projectiles)
            {
                if ((bearShot.Type == ProjectileType.TeddyBear) && (burger.CollisionRectangle.X + burger.CollisionRectangle.Size.X > bearShot.CollisionRectangle.X) && (burger.CollisionRectangle.X < bearShot.CollisionRectangle.X) && (burger.CollisionRectangle.Y <= bearShot.CollisionRectangle.Y) && (burger.CollisionRectangle.Y + burger.CollisionRectangle.Size.Y > bearShot.CollisionRectangle.Y))
                {
                    burger.setHealth(burger.getHealth() - GameConstants.BearDamage);
                    bearShot.Active = false;
                    Explosion bearShotExplosion = new Explosion(explosionSpriteStrip, bearShot.CollisionRectangle.X, bearShot.CollisionRectangle.Y, explosion);
                    explosions.Add(bearShotExplosion);
                    healthString = GameConstants.HealthPrefix + burger.getHealth();
                    burgerDamage.Play();
                    CheckBurgerKill();
                }
            }
            for (int i = 0; i < bears.Count; i++)
            {
                TeddyBear thisBear = bears[i];

                for (int j = i + 1; j < bears.Count; j++)
                {
                    TeddyBear thatBear = bears[j];
                    if (thisBear.Active && thatBear.Active)
                    {
                        CollisionResolutionInfo collisionResolution = CollisionUtils.CheckCollision(gameTime.ElapsedGameTime.Milliseconds, GameConstants.WindowWidth, GameConstants.WindowHeight, thisBear.Velocity, thisBear.DrawRectangle, thatBear.Velocity, thatBear.DrawRectangle);

                        if (collisionResolution != null)
                        {
                            if (collisionResolution.FirstOutOfBounds)
                            {
                                thisBear.Active = false;
                            }
                            else
                            {
                                thisBear.Velocity      = collisionResolution.FirstVelocity;
                                thisBear.DrawRectangle = collisionResolution.FirstDrawRectangle;
                                thatBear.Velocity      = collisionResolution.SecondVelocity;
                                thatBear.DrawRectangle = collisionResolution.SecondDrawRectangle;
                                teddyBounce.Play();
                            }


                            if (collisionResolution.SecondOutOfBounds)
                            {
                                thatBear.Active = false;
                            }
                            else
                            {
                                thatBear.Velocity      = collisionResolution.SecondVelocity;
                                thatBear.DrawRectangle = collisionResolution.SecondDrawRectangle;
                                thisBear.Velocity      = collisionResolution.FirstVelocity;
                                thisBear.DrawRectangle = collisionResolution.FirstDrawRectangle;
                            }
                        }
                    }
                }
            }
            // check and resolve collisions between teddy bears and projectiles

            // clean out inactive teddy bears and add new ones as necessary

            for (int i = bears.Count - 1; i >= 0; i--)
            {
                if (!bears[i].Active)
                {
                    bears.RemoveAt(i);
                    while (bears.Count < GameConstants.MaxBears)
                    {
                        SpawnBear();
                    }
                }
            }
            // clean out inactive projectiles
            for (int i = projectiles.Count - 1; i >= 0; i--)
            {
                if (!projectiles[i].Active)
                {
                    projectiles.RemoveAt(i);
                }
            }

            // clean out finished explosions

            base.Update(gameTime);
        }
示例#12
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();
            }

            // get current keyboard state and update burger
            KeyboardState keyboard = Keyboard.GetState();

            burger.Update(gameTime, keyboard);

            // update other game objects
            foreach (TeddyBear bear in bears)
            {
                bear.Update(gameTime);
            }
            foreach (Projectile projectile in projectiles)
            {
                projectile.Update(gameTime);
            }
            foreach (Explosion explosion in explosions)
            {
                explosion.Update(gameTime);
            }

            // check and resolve collisions between teddy bears
            //nested for loop to check each bear collision
            for (int i = 0; i < bears.Count; i++)
            {
                for (int j = i + 1; j < bears.Count; j++)
                {
                    //if both bears are active
                    if (bears[i].Active && bears[j].Active)
                    {
                        //create resolution info with check collision method
                        CollisionResolutionInfo bearCollisionInfo = CollisionUtils.CheckCollision(gameTime.ElapsedGameTime.Milliseconds,
                                                                                                  GameConstants.WindowWidth, GameConstants.WindowHeight, bears[i].Velocity, bears[i].DrawRectangle,
                                                                                                  bears[j].Velocity, bears[j].DrawRectangle);

                        //if the collision info isn't null, resolve collision
                        if (bearCollisionInfo != null)
                        {
                            // check if first bear is out of bounds
                            if (bearCollisionInfo.FirstOutOfBounds)
                            {
                                //make bear inactive
                                bears[i].Active = false;
                            }
                            else
                            {
                                //else, set velocity and draw rectangle
                                bears[i].Velocity      = bearCollisionInfo.FirstVelocity;
                                bears[i].DrawRectangle = bearCollisionInfo.FirstDrawRectangle;
                            }

                            //do the same with the other bear
                            if (bearCollisionInfo.SecondOutOfBounds)
                            {
                                //make bear inactive
                                bears[j].Active = false;
                            }
                            else
                            {
                                //else, set velocity and draw rectangle
                                bears[j].Velocity      = bearCollisionInfo.SecondVelocity;
                                bears[j].DrawRectangle = bearCollisionInfo.SecondDrawRectangle;
                            }

                            //play bounce sound
                            teddyBounce.Play();
                        }
                    }
                }
            }


            // check and resolve collisions between burger and teddy bears
            foreach (TeddyBear bear in bears)
            {
                //check if they are colliding and bears are active
                if (burger.CollisionRectangle.Intersects(bear.CollisionRectangle) && bear.Active)
                {
                    //make bear inactive
                    bear.Active = false;

                    //add to new explosion to explosions list and play sound
                    explosions.Add(new Explosion(explosionSpriteStrip, bear.Location.X, bear.Location.Y, explosion));

                    //subtract health from burger and play sound
                    burger.Health -= GameConstants.BearDamage;
                    burgerDamage.Play();

                    //check burger kill
                    CheckBurgerKill();

                    //update health string
                    healthString = GameConstants.HealthPrefix + burger.Health;
                }
            }

            // check and resolve collisions between burger and projectiles
            foreach (Projectile projectile in projectiles)
            {
                //check if they are colliding with burger and are active
                if (burger.CollisionRectangle.Intersects(projectile.CollisionRectangle) && projectile.Active)
                {
                    //check if projectiles are bear projectiles
                    if (projectile.Type == ProjectileType.TeddyBear)
                    {
                        //make projectile inactive
                        projectile.Active = false;

                        //subtract health from burger and play sound
                        burger.Health -= GameConstants.BearDamage;
                        burgerDamage.Play();

                        //check burger kill
                        CheckBurgerKill();

                        //update health string
                        healthString = GameConstants.HealthPrefix + burger.Health;
                    }
                }
            }

            // check and resolve collisions between teddy bears and projectiles
            foreach (TeddyBear bear in bears)
            {
                //check for collisions with the projectiles
                foreach (Projectile projectile in projectiles)
                {
                    if (bear.CollisionRectangle.Intersects(projectile.CollisionRectangle) && bear.Active)
                    {
                        //check if projectiles are french fries
                        if (projectile.Type == ProjectileType.FrenchFries)
                        {
                            //update score and score string
                            score      += GameConstants.BearPoints;
                            scoreString = GameConstants.ScorePrefix + score;

                            //make bear and projectile inactive
                            bear.Active       = false;
                            projectile.Active = false;

                            //add to new explosion to explosions list
                            explosions.Add(new Explosion(explosionSpriteStrip, bear.Location.X, bear.Location.Y, explosion));
                        }
                    }
                }
            }

            // clean out inactive teddy bears and add new ones as necessary
            for (int i = bears.Count - 1; i >= 0; i--)
            {
                //if bears aren't active, remove them
                if (!bears[i].Active)
                {
                    bears.RemoveAt(i);
                }
            }

            while (bears.Count < GameConstants.MaxBears)
            {
                SpawnBear();
            }

            // clean out inactive projectiles
            for (int i = projectiles.Count - 1; i >= 0; i--)
            {
                if (!projectiles[i].Active)
                {
                    projectiles.RemoveAt(i);
                }
            }

            // clean out finished explosions
            for (int i = explosions.Count - 1; i >= 0; i--)
            {
                if (explosions[i].Finished)
                {
                    explosions.RemoveAt(i);
                }
            }

            base.Update(gameTime);
        }
示例#13
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();

            // get current keyboard state and update burger
            burger.Update(gameTime, Keyboard.GetState());

            // update other game objects
            foreach (TeddyBear bear in bears)
            {
                bear.Update(gameTime);
            }
            foreach (Projectile projectile in projectiles)
            {
                projectile.Update(gameTime);
            }
            foreach (Explosion explosion in explosions)
            {
                explosion.Update(gameTime);
            }

            // check and resolve collisions between teddy bears
            foreach(TeddyBear bear1 in bears)
            {
                foreach(TeddyBear bear2 in bears)
                {
                    if(bear1 != bear2 && bear1.Active && bear2.Active)
                    {
                        CollisionResolutionInfo collisionResolutionInfo = CollisionUtils.CheckCollision(gameTime.ElapsedGameTime.Milliseconds, GameConstants.WindowWidth, GameConstants.WindowHeight, bear1.Velocity, bear1.DrawRectangle, bear2.Velocity, bear2.DrawRectangle);
                        if(null != collisionResolutionInfo)
                        {
                            if (collisionResolutionInfo.FirstOutOfBounds)
                            {
                                bear1.Active = false;
                            } else
                            {
                                bear1.Velocity = collisionResolutionInfo.FirstVelocity;
                                bear1.DrawRectangle = collisionResolutionInfo.FirstDrawRectangle;
                                teddyBounce.Play();
                            }
                            if (collisionResolutionInfo.SecondOutOfBounds)
                            {
                                bear2.Active = false;
                            }
                            else
                            {
                                bear2.Velocity = collisionResolutionInfo.SecondVelocity;
                                bear2.DrawRectangle = collisionResolutionInfo.SecondDrawRectangle;
                                teddyBounce.Play();
                            }
                        }
                    }
                }
            }

            // check and resolve collisions between burger and teddy bears
            foreach(TeddyBear bear in bears)
            {
                if (burger.CollisionRectangle.Intersects(bear.CollisionRectangle))
                {
                    burgerDamaged(GameConstants.BearDamage);

                    explodeTeddy(bear);
                }
            }

            // check and resolve collisions between burger and projectiles
            foreach(Projectile projectile in projectiles)
            {
                if(projectile.Type == ProjectileType.TeddyBear && burger.CollisionRectangle.Intersects(projectile.CollisionRectangle))
                {
                    projectile.Active = false;

                    burgerDamaged(GameConstants.TeddyBearProjectileDamage);
                }
            }

            // check and resolve collisions between teddy bears and projectiles
            foreach(TeddyBear bear in bears)
            {
                if (bear.Active)
                {
                    foreach(Projectile projectile in projectiles)
                    {
                        if(projectile.Active && projectile.Type == ProjectileType.FrenchFries && bear.CollisionRectangle.Intersects(projectile.CollisionRectangle))
                        {
                            projectile.Active = false;
                            explodeTeddy(bear);
                            score += GameConstants.BearPoints;
                            updateScoreString();
                        }
                    }
                }
            }

            // clean out inactive teddy bears and add new ones as necessary
            for(int i = bears.Count - 1; i >= 0; i--)
            {
                if (!bears[i].Active)
                {
                    bears.RemoveAt(i);
                }
            }

            while(bears.Count < GameConstants.MaxBears)
            {
                SpawnBear();
            }

            // clean out inactive projectiles
            for (int i = projectiles.Count - 1; i >= 0; i--)
            {
                if (!projectiles[i].Active)
                {
                    projectiles.RemoveAt(i);
                }
            }

            // clean out finished explosions
            for (int i = explosions.Count - 1; i >= 0; i--)
            {
                if (explosions[i].Finished)
                {
                    explosions.RemoveAt(i);
                }
            }

            // check game end
            CheckBurgerKill();

            base.Update(gameTime);
        }
示例#14
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();
            }

            // get current mouse state and update burger
            MouseState mouse = Mouse.GetState();

            //KeyboardState keyboard = Keyboard.GetState();
            burger.Update(gameTime, mouse);
            // update other game objects
            foreach (TeddyBear bear in bears)
            {
                bear.Update(gameTime);
            }
            foreach (Projectile projectile in projectiles)
            {
                projectile.Update(gameTime);
            }
            foreach (Explosion exploded in explosions)
            {
                exploded.Update(gameTime);
            }
            // check and resolve collisions between teddy bears
            for (int i = 0; i < bears.Count; i++)
            {
                for (int j = i + 1; j < bears.Count; j++)
                {
                    if (bears[i].Active && bears[j].Active)
                    {
                        CollisionResolutionInfo resolutionInfo = CollisionUtils.CheckCollision(gameTime.ElapsedGameTime.Milliseconds, windowWidth, windowHeight, bears[i].Velocity, bears[i].CollisionRectangle, bears[j].Velocity, bears[j].CollisionRectangle);
                        if (resolutionInfo != null)
                        {
                            if (resolutionInfo.FirstOutOfBounds)
                            {
                                bears[i].Active = false;
                            }
                            else
                            {
                                bears[i].Velocity      = resolutionInfo.FirstVelocity;
                                bears[i].DrawRectangle = resolutionInfo.FirstDrawRectangle;
                            }
                            if (resolutionInfo.SecondOutOfBounds)
                            {
                                bears[j].Active = false;
                            }
                            else
                            {
                                bears[j].Velocity      = resolutionInfo.SecondVelocity;
                                bears[j].DrawRectangle = resolutionInfo.SecondDrawRectangle;
                            }
                        }
                    }
                }
            }
            // check and resolve collisions between burger and teddy bears
            foreach (TeddyBear bearC in bears)
            {
                if (bearC.Active == true && bearC.CollisionRectangle.Intersects(burger.CollisionRectangle))
                {
                    //Scoring
                    score         += GameConstants.BearPoints;
                    scoreString    = GameConstants.ScorePrefix + score;
                    burger.Health -= GameConstants.BearDamage;
                    healthString   = GameConstants.HealthPrefix + burger.Health;
                    bearC.Active   = false;
                    Explosion bomba = new Explosion(explosionSpriteStrip, bearC.CollisionRectangle.X, bearC.CollisionRectangle.Y, explosion);
                    explosions.Add(bomba);
                    //burger sound effect.
                    burgerDamage.Play();
                    CheckBurgerKill();
                }
            }
            // check and resolve collisions between burger and projectiles
            foreach (Projectile projectileC in projectiles)
            {
                if (projectileC.Active == true && projectileC.Type == ProjectileType.TeddyBear && projectileC.CollisionRectangle.Intersects(burger.CollisionRectangle))
                {
                    burger.Health -= GameConstants.TeddyBearProjectileDamage; healthString = GameConstants.HealthPrefix + burger.Health; projectileC.Active = false;
                    //burger sound effect.
                    burgerDamage.Play();
                    CheckBurgerKill();
                }
            }
            // check and resolve collisions between teddy bears and projectiles
            foreach (TeddyBear bearB in bears)
            {
                foreach (Projectile projectileB in projectiles)
                {
                    if (projectileB.Type == ProjectileType.FrenchFries && projectileB.Active && bearB.Active && (bearB.CollisionRectangle.Intersects(projectileB.CollisionRectangle)))
                    {
                        //Scoring
                        score      += GameConstants.BearPoints;
                        scoreString = GameConstants.ScorePrefix + score;
                        //Explosion occurs.
                        Explosion explode = new Explosion(explosionSpriteStrip, bearB.CollisionRectangle.X, bearB.CollisionRectangle.Y, explosion);
                        explosions.Add(explode);
                        bearB.Active       = false;
                        projectileB.Active = false;
                    }
                }
            }
            // clean out inactive teddy bears and add new ones as necessary
            for (int x = bears.Count - 1; x >= 0; x--)
            {
                if (!(bears[x].Active))
                {
                    bears.RemoveAt(x);
                    while (bears.Count != GameConstants.MaxBears)
                    {
                        SpawnBear();
                    }
                }
            }
            // clean out inactive projectiles
            for (int y = projectiles.Count - 1; y >= 0; y--)
            {
                if (!(projectiles[y].Active))
                {
                    projectiles.RemoveAt(y);
                }
            }
            // clean out finished explosions
            for (int z = explosions.Count - 1; z >= 0; z--)
            {
                if ((explosions[z].Finished))
                {
                    explosions.RemoveAt(z);
                }
            }

            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 ||
                Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                this.Exit();
            }

            // get current mouse state and update burger
            MouseState    mouse    = Mouse.GetState();
            KeyboardState keyboard = Keyboard.GetState();

            //burger.Update(gameTime, mouse);
            burger.Update(gameTime, keyboard);

            // update other game objects
            foreach (TeddyBear bear in bears)
            {
                bear.Update(gameTime);
            }
            foreach (Projectile projectile in projectiles)
            {
                projectile.Update(gameTime);
            }
            foreach (Explosion explosion in explosions)
            {
                explosion.Update(gameTime);
            }

            // check and resolve collisions between teddy bears
            for (int i = 0; i < bears.Count; i++)
            {
                for (int j = i + 1; j < bears.Count; j++)
                {
                    //two bears are active and they collide
                    if (bears[i].CollisionRectangle.Intersects(bears[j].CollisionRectangle) && bears[i].Active && bears[j].Active)
                    {
                        //use the collision utils to get the info
                        CollisionResolutionInfo collisionInfoItem = CollisionUtils.CheckCollision(gameTime.ElapsedGameTime.Milliseconds, graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight, bears[i].Velocity, bears[i].DrawRectangle, bears[j].Velocity, bears[j].DrawRectangle);

                        //there was a collision to resolve
                        if (collisionInfoItem != null)
                        {
                            //collision put a bear outside the window, deactivate it
                            if (collisionInfoItem.FirstOutOfBounds)
                            {
                                bears[i].Active = false;
                            }
                            else
                            {
                                //change the draw rectangle and direction of the bear according to the util function
                                bears[i].Velocity      = collisionInfoItem.FirstVelocity;
                                bears[i].DrawRectangle = collisionInfoItem.FirstDrawRectangle;
                                teddyBounce.Play();
                            }

                            //collision put a bear outside the window, deactivate it
                            if (collisionInfoItem.SecondOutOfBounds)
                            {
                                bears[j].Active = false;
                            }
                            else
                            {
                                //change the draw rectangle and direction of the bear according to the util function
                                bears[j].Velocity      = collisionInfoItem.SecondVelocity;
                                bears[j].DrawRectangle = collisionInfoItem.SecondDrawRectangle;
                                teddyBounce.Play();
                            }
                        }
                    }
                }
            }

            // check and resolve collisions between burger and teddy bears
            foreach (TeddyBear bear in bears)
            {
                if (bear.CollisionRectangle.Intersects(burger.CollisionRectangle) && bear.Active)
                {
                    burger.Health -= GameConstants.BEAR_DAMAGE;
                    CheckBurgerKill();
                    bear.Active = false;
                    explosions.Add(new Explosion(explosionSpriteStrip, bear.Location.X, bear.Location.Y, explosion));
                    healthString = GameConstants.HEALTH_PREFIX + burger.Health.ToString();
                    burgerDamage.Play();
                }
            }

            // check and resolve collisions between burger and projectiles
            foreach (Projectile projectile in projectiles)
            {
                if (projectile.Type == ProjectileType.TeddyBear && projectile.Active && projectile.CollisionRectangle.Intersects(burger.CollisionRectangle))
                {
                    burger.Health -= GameConstants.TEDDY_BEAR_PROJECTILE_DAMAGE;
                    CheckBurgerKill();
                    projectile.Active = false;
                    healthString      = GameConstants.HEALTH_PREFIX + burger.Health.ToString();
                    burgerDamage.Play();
                }
            }

            // check and resolve collisions between teddy bears and projectiles
            foreach (TeddyBear bear in bears)
            {
                foreach (Projectile projectile in projectiles)
                {
                    //active french fry projectile hits an active bear actor
                    if (projectile.Type == ProjectileType.FrenchFries && bear.CollisionRectangle.Intersects(projectile.CollisionRectangle) && projectile.Active && bear.Active)
                    {
                        bear.Active       = false;
                        projectile.Active = false;
                        //play the explosion at the bear's location
                        explosions.Add(new Explosion(explosionSpriteStrip, bear.Location.X, bear.Location.Y, explosion));

                        score      += GameConstants.BEAR_POINTS;
                        scoreString = GameConstants.SCORE_PREFIX + score;
                    }
                }
            }

            // clean out inactive teddy bears and add new ones as necessary
            for (int i = bears.Count - 1; i >= 0; i--)
            {
                if (!bears[i].Active)
                {
                    bears.RemoveAt(i);
                }
            }
            //later, we'll add bears up to the max again
            while (bears.Count < GameConstants.MAX_BEARS)
            {
                SpawnBear();
            }

            // clean out inactive projectiles
            for (int i = projectiles.Count - 1; i >= 0; i--)
            {
                if (!projectiles[i].Active)
                {
                    projectiles.RemoveAt(i);
                }
            }

            // clean out finished explosions
            for (int i = explosions.Count - 1; i >= 0; i--)
            {
                if (explosions[i].Finished)
                {
                    explosions.RemoveAt(i);
                }
            }

            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__
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed ||
                Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }
                        #endif

            // get current keyboard state and update burger
            burger.Update(gameTime, Keyboard.GetState());

            // update other game objects
            foreach (TeddyBear bear in bears)
            {
                bear.Update(gameTime);
            }

            foreach (Projectile projectile in projectiles)
            {
                projectile.Update(gameTime);
            }

            foreach (Explosion explosion in explosions)
            {
                explosion.Update(gameTime);
            }

            // check and resolve collisions between teddy bears
            for (int i = 0; i < bears.Count; i++)
            {
                if (!bears[i].Active)
                {
                    continue;
                }

                for (int j = i + 1; j < bears.Count; j++)
                {
                    if (!bears[j].Active)
                    {
                        continue;
                    }

                    CollisionResolutionInfo collisionResult = CollisionUtils.CheckCollision(
                        gameTime.ElapsedGameTime.Milliseconds,
                        GameConstants.WindowWidth,
                        GameConstants.WindowHeight,
                        bears[i].Velocity, bears[i].DrawRectangle,
                        bears[j].Velocity, bears[j].DrawRectangle);

                    if (collisionResult == null)
                    {
                        continue;
                    }

                    if (collisionResult.FirstOutOfBounds)
                    {
                        bears[i].Active = false;
                    }
                    else
                    {
                        bears[i].Velocity      = collisionResult.FirstVelocity;
                        bears[i].DrawRectangle = collisionResult.FirstDrawRectangle;
                    }

                    if (collisionResult.SecondOutOfBounds)
                    {
                        bears[j].Active = false;
                    }
                    else
                    {
                        bears[j].Velocity      = collisionResult.SecondVelocity;
                        bears[j].DrawRectangle = collisionResult.SecondDrawRectangle;
                    }

                    teddyBounce.Play();
                }
            }

            // check and resolve collisions between burger and teddy bears
            foreach (TeddyBear bear in bears)
            {
                if (!bear.Active)
                {
                    continue;
                }

                if (bear.CollisionRectangle.Intersects(burger.CollisionRectangle))
                {
                    burger.Health = burger.Health - GameConstants.BearDamage;
                    bear.Active   = false;

                    Explosion exp = new Explosion(explosionSpriteStrip, bear.Location.X,
                                                  bear.Location.Y, explosion);
                    explosions.Add(exp);

                    healthString = GameConstants.HealthPrefix + burger.Health;

                    burgerDamage.Play();

                    CheckBurgerKill();
                }
            }

            // check and resolve collisions between burger and projectiles
            foreach (Projectile projectile in projectiles)
            {
                if (!projectile.Active || projectile.Type != ProjectileType.TeddyBear)
                {
                    continue;
                }

                if (projectile.CollisionRectangle.Intersects(burger.CollisionRectangle))
                {
                    projectile.Active = false;
                    burger.Health     = burger.Health - GameConstants.TeddyBearProjectileDamage;

                    healthString = GameConstants.HealthPrefix + burger.Health;

                    burgerDamage.Play();

                    CheckBurgerKill();
                }
            }

            // check and resolve collisions between teddy bears and projectiles
            foreach (TeddyBear teddy in bears)
            {
                if (!teddy.Active)
                {
                    continue;
                }

                foreach (Projectile projectile in projectiles)
                {
                    if (!projectile.Active || projectile.Type != ProjectileType.FrenchFries)
                    {
                        continue;
                    }

                    if (teddy.CollisionRectangle.Intersects(projectile.CollisionRectangle))
                    {
                        teddy.Active      = false;
                        projectile.Active = false;

                        Explosion exp = new Explosion(explosionSpriteStrip, teddy.Location.X,
                                                      teddy.Location.Y, explosion);
                        explosions.Add(exp);

                        score      += GameConstants.BearPoints;
                        scoreString = GameConstants.ScorePrefix + score;
                    }
                }
            }

            // clean out inactive teddy bears and add new ones as necessary
            for (int i = bears.Count - 1; i >= 0; i--)
            {
                if (!bears[i].Active)
                {
                    bears.RemoveAt(i);
                }
            }

            // Spawn new teddy bears
            while (bears.Count < GameConstants.MaxBears)
            {
                SpawnBear();
            }

            // clean out inactive projectiles
            for (int i = projectiles.Count - 1; i >= 0; i--)
            {
                if (!projectiles[i].Active)
                {
                    projectiles.RemoveAt(i);
                }
            }

            // clean out finished explosions
            for (int i = explosions.Count - 1; i >= 0; i--)
            {
                if (explosions[i].Finished)
                {
                    explosions.RemoveAt(i);
                }
            }

            base.Update(gameTime);
        }
示例#17
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)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed ||
                Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                this.Exit();
            }

            // get current mouse state and update burger
            MouseState mouse = Mouse.GetState();

            burger.Update(gameTime, mouse);

            // update other game objects
            foreach (TeddyBear bear in bears)
            {
                bear.Update(gameTime);
            }
            foreach (Projectile projectile in projectiles)
            {
                projectile.Update(gameTime);
            }
            foreach (Explosion explosion in explosions)
            {
                explosion.Update(gameTime);
            }

            // check and resolve collisions between teddy bears
            for (int i = 0; i < bears.Count; i++)
            {
                for (int j = i + 1; j < bears.Count - 1; j++)
                {
                    if (bears[i].Active && bears[j].Active)
                    {
                        CollisionResolutionInfo teddyCollision = CollisionUtils.CheckCollision(gameTime.ElapsedGameTime.Milliseconds, GameConstants.WINDOW_WIDTH, GameConstants.WINDOW_HEIGHT, bears[i].Velocity, bears[i].CollisionRectangle, bears[j].Velocity, bears[j].CollisionRectangle);

                        if (teddyCollision != null)
                        {
                            if (teddyCollision.FirstOutOfBounds)
                            {
                                bears[i].Active = false;
                            }
                            else if (!teddyCollision.FirstOutOfBounds)
                            {
                                bears[i].Velocity      = teddyCollision.FirstVelocity;
                                bears[i].DrawRectangle = teddyCollision.FirstDrawRectangle;
                            }
                            if (teddyCollision.SecondOutOfBounds)
                            {
                                bears[j].Active = false;
                            }
                            else if (!teddyCollision.SecondOutOfBounds)
                            {
                                bears[j].Velocity      = teddyCollision.SecondVelocity;
                                bears[j].DrawRectangle = teddyCollision.SecondDrawRectangle;
                            }
                        }
                    }
                }
            }

            // check and resolve collisions between burger and teddy bears

            // check and resolve collisions between burger and projectiles

            // check and resolve collisions between teddy bears and projectiles
            foreach (TeddyBear bear in bears)
            {
                foreach (Projectile projectile in projectiles)
                {
                    if (projectile.Type == ProjectileType.FrenchFries && bear.Active && projectile.Active &&
                        bear.CollisionRectangle.Intersects(projectile.CollisionRectangle))
                    {
                        bear.Active       = false;
                        projectile.Active = false;
                        explosions.Add(new Explosion(explosionSpriteStrip, bear.CollisionRectangle.Center.X, bear.CollisionRectangle.Center.Y));
                    }
                }
            }


            // clean out inactive teddy bears and add new ones as necessary
            for (int i = bears.Count - 1; i >= 0; i--)
            {
                if (bears[i].Active == false)
                {
                    bears.RemoveAt(i);
                }
                if (bears.Count < GameConstants.MAX_BEARS)
                {
                    SpawnBear();
                }
            }

            // clean out inactive projectiles
            for (int i = projectiles.Count - 1; i >= 0; i--)
            {
                if (projectiles[i].Active == false)
                {
                    projectiles.RemoveAt(i);
                }
            }

            // clean out finished explosions

            base.Update(gameTime);
        }
示例#18
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)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed ||
                Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                this.Exit();
            }

            // get current mouse state and update burger
            burger.Update(gameTime, Keyboard.GetState());
            // update other game objects
            foreach (TeddyBear bear in bears)
            {
                bear.Update(gameTime);
            }
            foreach (Projectile projectile in projectiles)
            {
                projectile.Update(gameTime);
            }
            foreach (Explosion explosion in explosions)
            {
                explosion.Update(gameTime);
            }

            // check and resolve collisions between teddy bears
            for (int bearOne = 0; bearOne < bears.Count; bearOne++)
            {
                for (int bearTwo = bearOne + 1; bearTwo < bears.Count; bearTwo++)
                {
                    if (bears[bearOne].Active && bears[bearTwo].Active)
                    {
                        CollisionResolutionInfo resolution = CollisionUtils.CheckCollision(
                            gameTime.ElapsedGameTime.Milliseconds,
                            GameConstants.WINDOW_WIDTH,
                            GameConstants.WINDOW_HEIGHT,
                            bears[bearOne].Velocity,
                            bears[bearOne].DrawRectangle,
                            bears[bearTwo].Velocity,
                            bears[bearTwo].DrawRectangle);
                        if (resolution != null)
                        {
                            if (resolution.FirstOutOfBounds)
                            {
                                bears[bearOne].Active = false;
                            }
                            else
                            {
                                bears[bearOne].DrawRectangle = resolution.FirstDrawRectangle;
                                bears[bearOne].Velocity      = resolution.FirstVelocity;
                                teddyBounce.Play();
                            }
                            if (resolution.SecondOutOfBounds)
                            {
                                bears[bearTwo].Active = false;
                            }
                            else
                            {
                                bears[bearTwo].DrawRectangle = resolution.SecondDrawRectangle;
                                bears[bearTwo].Velocity      = resolution.SecondVelocity;
                                teddyBounce.Play();
                            }
                        }
                    }
                }
            }
            // check and resolve collisions between burger and teddy bears
            foreach (TeddyBear teddy in bears)
            {
                if (teddy.Active)
                {
                    if (teddy.CollisionRectangle.Intersects(burger.CollisionRectangle))
                    {
                        explosions.Add(new Explosion(explosionSpriteStrip,
                                                     teddy.DrawRectangle.Center.X,
                                                     teddy.DrawRectangle.Center.Y));
                        explosion.Play();
                        burgerDamage.Play();
                        teddy.Active  = false;
                        burger.Health = burger.Health - GameConstants.BEAR_DAMAGE;
                        healthString  = GameConstants.HEALTH_PREFIX + burger.Health.ToString();
                        CheckBurgerKill();
                    }
                }
            }
            // check and resolve collisions between burger and projectiles
            foreach (Projectile shot in projectiles)
            {
                if (shot.Active && shot.Type == ProjectileType.TeddyBear)
                {
                    if (shot.CollisionRectangle.Intersects(burger.CollisionRectangle))
                    {
                        shot.Active    = false;
                        burger.Health -= GameConstants.TEDDY_BEAR_PROJECTILE_DAMAGE;
                        healthString   = GameConstants.HEALTH_PREFIX + burger.Health.ToString();
                        burgerDamage.Play();
                        CheckBurgerKill();
                    }
                }
            }
            // check and resolve collisions between teddy bears and projectiles
            foreach (TeddyBear teddy in bears)
            {
                if (teddy.Active)
                {
                    foreach (Projectile shot in projectiles)
                    {
                        if (shot.Type == ProjectileType.FrenchFries && shot.Active)
                        {
                            if (teddy.CollisionRectangle.Intersects(shot.CollisionRectangle))
                            {
                                explosions.Add(new Explosion(explosionSpriteStrip,
                                                             teddy.DrawRectangle.Center.X,
                                                             teddy.DrawRectangle.Center.Y));
                                score      += GameConstants.BEAR_POINTS;
                                scoreString = GameConstants.SCORE_PREFIX + score.ToString();
                                explosion.Play();
                                teddy.Active = false;
                                shot.Active  = false;
                            }
                        }
                    }
                }
            }
            // clean out inactive teddy bears and add new ones as necessary
            for (int i = bears.Count - 1; i >= 0; i--)
            {
                if (!bears[i].Active)
                {
                    bears.RemoveAt(i);
                    //we only care to have all five bears up
                    //according to what is said in assingment so...
                    while (bears.Count < GameConstants.MAX_BEARS)
                    {
                        SpawnBear();
                    }
                }
            }
            // clean out inactive projectiles
            for (int i = projectiles.Count - 1; i >= 0; i--)
            {
                if (!projectiles[i].Active)
                {
                    projectiles.RemoveAt(i);
                }
            }
            // clean out finished explosions
            for (int i = explosions.Count - 1; i >= 0; i--)
            {
                if (explosions[i].Finished)
                {
                    explosions.RemoveAt(i);
                }
            }
            base.Update(gameTime);
        }
示例#19
0
        /// <summary>
        /// Returns the collision resolution info object associated with a detected collision or null if no collision
        /// is detected
        ///
        /// Ref: David M. Bourg, Physics for Game Developers, pages 207 and 209
        /// </summary>
        /// <param name="timeStep">the time step, in milliseconds</param>
        /// <param name="windowWidth">the width of the game window</param>
        /// <param name="windowHeight">the height of the game window</param>
        /// <param name="firstVelocity">the velocity of the first object</param>
        /// <param name="firstDrawRectangle">the draw rectangle of the first object</param>
        /// <param name="secondVelocity">the velocity of the second object</param>
        /// <param name="secondDrawRectangle">the draw rectangle of the second object</param>
        /// <returns>the collision resolution info object for a detected collision or null if no collision is detected</returns>
        public static CollisionResolutionInfo CheckCollision(int timeStep, int windowWidth, int windowHeight,
                                                             Vector2 firstVelocity, Rectangle firstDrawRectangle,
                                                             Vector2 secondVelocity, Rectangle secondDrawRectangle)
        {
            Rectangle initialFirstAabr;
            Rectangle initialSecondAabr;
            Rectangle currentFirstAabr;
            Rectangle currentSecondAabr;
            Rectangle collisionRectangle;

            // overlap test
            bool collisionDetected = firstDrawRectangle.Intersects(secondDrawRectangle);

            if (collisionDetected)
            {
                // initialize non-changing properties
                currentFirstAabr.Width   = firstDrawRectangle.Width;
                currentFirstAabr.Height  = firstDrawRectangle.Height;
                currentSecondAabr.Width  = secondDrawRectangle.Width;
                currentSecondAabr.Height = secondDrawRectangle.Height;

                // back up both objects to their locations before the time step
                float firstDx = (firstVelocity.X * timeStep);
                float firstDy = (firstVelocity.Y * timeStep);
                initialFirstAabr.X      = (int)(firstDrawRectangle.X - firstDx);
                initialFirstAabr.Y      = (int)(firstDrawRectangle.Y - firstDy);
                initialFirstAabr.Width  = firstDrawRectangle.Width;
                initialFirstAabr.Height = firstDrawRectangle.Height;

                float secondDx = (secondVelocity.X * timeStep);
                float secondDy = (secondVelocity.Y * timeStep);
                initialSecondAabr.X      = (int)(secondDrawRectangle.X - secondDx);
                initialSecondAabr.Y      = (int)(secondDrawRectangle.Y - secondDy);
                initialSecondAabr.Width  = secondDrawRectangle.Width;
                initialSecondAabr.Height = secondDrawRectangle.Height;

                // at fixed time step of 60 fps, time increment can only be 8, 4, 2, or 1
                int timeIncrement = timeStep / 2;
                int collisionDt   = timeStep;                  // we know we have a collision or we wouldn't be here
                int dt            = timeIncrement;
                while (timeIncrement > 0)
                {
                    // move both objects forward by dt from their initial positions
                    firstDx  = firstVelocity.X * dt;
                    firstDy  = firstVelocity.Y * dt;
                    secondDx = secondVelocity.X * dt;
                    secondDy = secondVelocity.Y * dt;

                    // update axis-aligned bounding rectangles
                    currentFirstAabr.X  = (int)(initialFirstAabr.X + firstDx);
                    currentFirstAabr.Y  = (int)(initialFirstAabr.Y + firstDy);
                    currentSecondAabr.X = (int)(initialSecondAabr.X + secondDx);
                    currentSecondAabr.Y = (int)(initialSecondAabr.Y + secondDy);

                    // cut time increment in half as we search for the time of collision
                    timeIncrement /= 2;

                    collisionDetected = currentFirstAabr.Intersects(currentSecondAabr);
                    if (collisionDetected)
                    {
                        // collision detected, so save collision dt and reduce dt to make it earlier
                        collisionDt = dt;
                        dt         -= timeIncrement;

                        // save the collision rectangle in case we don't find any other collisions
                        Rectangle.Intersect(ref currentFirstAabr, ref currentSecondAabr, out collisionRectangle);
                    }
                    else
                    {
                        // no collision detected, so increase dt to make it later
                        dt += timeIncrement;
                    }
                }

                // get rectangle locations at start of collision
                int collisionStartTime = collisionDt;
                firstDx  = firstVelocity.X * collisionStartTime;
                firstDy  = firstVelocity.Y * collisionStartTime;
                secondDx = secondVelocity.X * collisionStartTime;
                secondDy = secondVelocity.Y * collisionStartTime;

                currentFirstAabr.X  = (int)(initialFirstAabr.X + firstDx);
                currentFirstAabr.Y  = (int)(initialFirstAabr.Y + firstDy);
                currentSecondAabr.X = (int)(initialSecondAabr.X + secondDx);
                currentSecondAabr.Y = (int)(initialSecondAabr.Y + secondDy);

                // use square collision normals
                Rectangle     intersection  = Rectangle.Intersect(currentFirstAabr, currentSecondAabr);
                CollisionSide collisionSide = GetCollisionSide(currentSecondAabr,
                                                               intersection, firstVelocity, secondVelocity);

                // move objects through complete time step
                int preCollisionDuration    = collisionStartTime - 1;
                int postCollisionDuration   = timeStep - collisionStartTime + 1;
                CollisionResolutionInfo cri = BounceObjects(firstVelocity, initialFirstAabr,
                                                            secondVelocity, initialSecondAabr, preCollisionDuration, postCollisionDuration,
                                                            collisionSide);

                // check out of bounds and return
                cri.FirstOutOfBounds  = OutOfBounds(firstDrawRectangle, windowWidth, windowHeight);
                cri.SecondOutOfBounds = OutOfBounds(secondDrawRectangle, windowWidth, windowHeight);
                return(cri);
            }
            else
            {
                // no collision
                return(null);
            }
        }
示例#20
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();
            }

            // get current mouse state and update burger
            KeyboardState keyBoard = Keyboard.GetState();

            burger.Update(gameTime, keyBoard);

            // update other game objects
            foreach (TeddyBear bear in bears)
            {
                bear.Update(gameTime);
            }
            foreach (Projectile projectile in projectiles)
            {
                projectile.Update(gameTime);
            }
            foreach (Explosion explosion in explosions)
            {
                explosion.Update(gameTime);
            }

            // check and resolve collisions between teddy bears
            for (int i = 0; i < bears.Count; i++)
            {
                for (int j = i + 1; j < bears.Count; j++)
                {
                    if (bears[i].Active && bears[j].Active) // checking if both bears are active
                    {
                        //getting the collision Resolution Information
                        CollisionResolutionInfo collisionResoutionInfo = CollisionUtils.CheckCollision(gameTime.ElapsedGameTime.Milliseconds, GameConstants.WindowWidth, GameConstants.WindowHeight, bears[i].Velocity, bears[i].CollisionRectangle, bears[j].Velocity, bears[j].CollisionRectangle);
                        if (collisionResoutionInfo != null) // if not null
                        {
                            teddyBounce.Play();
                            //Solving for First bear
                            if (collisionResoutionInfo.FirstOutOfBounds)
                            {
                                //forced out of the game world
                                bears[i].Active = false;
                            }
                            else
                            {
                                //Setting new Velocity and DrawRectangle
                                bears[i].DrawRectangle = collisionResoutionInfo.FirstDrawRectangle;
                                bears[i].Velocity      = collisionResoutionInfo.FirstVelocity;
                            }
                            //Solving for Second bear
                            if (collisionResoutionInfo.SecondOutOfBounds)
                            {
                                //forced out of the game world
                                bears[j].Active = false;
                            }
                            else
                            {
                                //Setting new Velocity and DrawRectangle
                                bears[j].DrawRectangle = collisionResoutionInfo.SecondDrawRectangle;
                                bears[j].Velocity      = collisionResoutionInfo.SecondVelocity;
                            }
                        }
                    }
                }
            }

            // check and resolve collisions between burger and teddy bears

            foreach (TeddyBear bear in bears)
            {
                if (bear.CollisionRectangle.Intersects(burger.CollisionRectangle))
                {
                    bear.Active = false;

                    burger.Health -= GameConstants.BearDamage;
                    healthString   = GameConstants.HealthPrefix + burger.Health;
                    Explosion explosion = new Explosion(explosionSpriteStrip, bear.CollisionRectangle.Center.X, bear.CollisionRectangle.Center.Y, this.explosion);
                    explosions.Add(explosion);
                    burgerDamage.Play();
                    CheckBurgerKill();
                }
            }

            // check and resolve collisions between burger and projectiles
            foreach (Projectile projectile in projectiles)
            {
                //Checking whether the Projectile Type
                if (projectile.Type == ProjectileType.TeddyBear)
                {
                    if (burger.CollisionRectangle.Intersects(projectile.CollisionRectangle)) // Checking for collision
                    {
                        //Collision Activities when detected
                        burger.Health    -= GameConstants.TeddyBearProjectileDamage;
                        healthString      = GameConstants.HealthPrefix + burger.Health;
                        projectile.Active = false;
                        burgerDamage.Play();
                        CheckBurgerKill();
                    }
                }
            }


            // check and resolve collisions between teddy bears and projectiles
            foreach (TeddyBear bear in bears)
            {
                foreach (Projectile projectile in projectiles)
                {
                    //Checking whether the Projectile Type
                    if (projectile.Type == ProjectileType.FrenchFries)
                    {
                        if (bear.CollisionRectangle.Intersects(projectile.CollisionRectangle)) // Checking for collision
                        {
                            //Collision Activities when detected
                            bear.Active       = false;
                            projectile.Active = false;
                            score            += GameConstants.BearPoints;
                            scoreString       = GameConstants.ScorePrefix + score;
                            Explosion explosion = new Explosion(explosionSpriteStrip, bear.CollisionRectangle.Center.X, bear.CollisionRectangle.Center.Y, this.explosion);
                            explosions.Add(explosion);
                        }
                    }
                }
            }

            // clean out inactive teddy bears and add new ones as necessary
            for (int i = bears.Count - 1; i >= 0; i--)
            {
                if (!bears[i].Active)
                {
                    bears.RemoveAt(i);
                }
            }

            while (bears.Count < GameConstants.MaxBears)
            {
                SpawnBear();
            }

            // clean out inactive projectiles
            for (int i = projectiles.Count - 1; i >= 0; i--)
            {
                if (!projectiles[i].Active)
                {
                    projectiles.RemoveAt(i);
                }
            }
            // clean out finished explosions
            for (int i = explosions.Count - 1; i >= 0; i--)
            {
                if (explosions[i].Finished)
                {
                    explosions.RemoveAt(i);
                }
            }

            base.Update(gameTime);
        }