/// <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> public override void Update(GameTime gameTime) { // check the status of loading // if it is loading on any floating in the same line // the frog is alive if (myFrog.GetCurrentLine() < 3 || myFrog.GetCurrentLine() > 7) { return; } if (myFrog.GetCurrentLine() != ((Floatings)flArr[0]).GetLine()) { return; } if (!myFrog.DoesMoveFinish()) { return; } isLoaded = false; // get bounds of objects which will collide Rectangle frogRect = myFrog.GetBounds(); for (int i = 0; i < cnt; i++) { Rectangle floatingRect = ((Floatings)flArr[i]).GetBounds(); mSec += gameTime.ElapsedGameTime.Milliseconds; if (frogRect.Intersects(floatingRect)) { //soundEffect.Play(); isLoaded = true; } else { if (!isLoaded) { isLoaded = false; } } } if (!isLoaded) { myFrog.SetDead(); } else { myFrog.SetLoaded(((Floatings)flArr[0]).GetSpeed()); } 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> public override void Update(GameTime gameTime) { // get bounds of objects which will collide Rectangle frogRect = myFrog.GetBounds(); Rectangle carRect = myCar.GetBounds(); if (frogRect.Intersects(carRect)) { //soundEffect.Play(); myFrog.SetDead(); } base.Update(gameTime); }