示例#1
0
        public void Update(GameTime gameTime)
        {
            if (state != AnimationState.Dead)
            {
                //Update animationTime
                animationTime += gameTime.ElapsedGameTime;

                //Update animation state
                if (animationTime.TotalMilliseconds >= FRAME_RATE)
                {
                    state++;
                    if (state == AnimationState.Idle4)
                    {
                        state = AnimationState.Idle0;
                    }
                    animationTime = new TimeSpan(0);
                }

                //Check if piece should be moved
                if (positionCurrent != positionDestination && animationTime.TotalMilliseconds == 0)
                {
                    positionCurrent = positionDestination;
                }
            }
            else if (state == AnimationState.Dead)
            {
                deathParticles.Update(positionCurrent, gameTime);
            }
        }
示例#2
0
 public void Update(GameTime gameTime)
 {
     timer += gameTime.ElapsedGameTime;
     if (placed)
     {
         fuseSFX.Play();
         toDetonate = true;
         placed     = false;
     }
     if (timer.TotalMilliseconds - activated_timer.TotalMilliseconds > fuseSFX.Duration.TotalMilliseconds && toDetonate)
     {
         explosionSFX.Play();
         active          = false;
         detonated       = true;
         toDetonate      = false;
         detonated_timer = new TimeSpan(0);
         explosionP      = true;
     }
     if (timer.TotalMilliseconds - detonated_timer.TotalMilliseconds > explosionSFX.Duration.TotalMilliseconds * 10 && detonated)
     {
         detonated = false;
     }
     if (explosionP)
     {
         explosionParticleSystem.Update(gameTime);
     }
     if (timer.TotalMilliseconds - detonated_timer.TotalMilliseconds > explosionSFX.Duration.TotalMilliseconds * 11 && explosionP)
     {
         explosionP = false;
         explosionParticleSystem = newExplosionParticleSystem(game.GraphicsDevice, 5000, explosionParticle);
     }
 }
示例#3
0
文件: Game6.cs 项目: joeymedina/game6
        /// <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();
            }
            rainParticle.Update(gameTime);
            particleSystem.Update(gameTime);
            finishSystem.Update(gameTime);
            var keyboardState = Keyboard.GetState();

            score = player.score;



            if (keyboardState.IsKeyDown(Keys.R))
            {
                won  = false;
                lost = false;

                Initialize();

                enemies.RemoveRange(1, enemies.Count - 1);
            }
            foreach (Enemy en in enemies)
            {
                en.Update(gameTime);
            }
            player.Update(gameTime, enemies);



            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)
        {
            keyboardState = Keyboard.GetState();

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

            ball1.Update(gameTime);
            ball2.Update(gameTime);
            player.Update(gameTime);

            if ((ball1.State == GameState.Game) && (ball2.State == GameState.Game))
            {
                score++;
            }

            // TODO: Add your update logic here
            if (player.Bounds.CollidesWith(ball1.Bounds))
            {
                if (!((ball1.Bounds.Y > player.Bounds.Y + player.Bounds.Height) || (ball1.Bounds.Y + ball1.Bounds.Radius < player.Bounds.Y)))
                {
                    ball1.Velocity *= 0;
                    ball2.Velocity *= 0;
                    ball1.State     = GameState.Over;
                }
                else if (!((ball1.Bounds.X > player.Bounds.X + player.Bounds.Width) || (ball1.Bounds.X + ball1.Bounds.Radius < player.Bounds.X)))
                {
                    ball1.Velocity *= 0;
                    ball2.Velocity *= 0;
                    ball1.State     = GameState.Over;
                }
            }

            if (player.Bounds.CollidesWith(ball2.Bounds))
            {
                if (!((ball2.Bounds.Y > player.Bounds.Y + player.Bounds.Height) || (ball2.Bounds.Y + ball2.Bounds.Radius < player.Bounds.Y)))
                {
                    ball2.Velocity *= 0;
                    ball1.Velocity *= 0;
                    ball2.State     = GameState.Over;
                }
                else if (!((ball2.Bounds.X > player.Bounds.X + player.Bounds.Width) || (ball2.Bounds.X + ball2.Bounds.Radius < player.Bounds.X)))
                {
                    ball2.Velocity *= 0;
                    ball1.Velocity *= 0;
                    ball2.State     = GameState.Over;
                }
            }

            particleSystem1.Update(gameTime);
            particleSystem2.Update(gameTime);
            particleSystem3.Update(gameTime);

            base.Update(gameTime);
        }
        public void Update(GameTime gameTime)
        {
            List <Tuple <ParticleSystem, int> > tuplesToRemove = new List <Tuple <ParticleSystem, int> >();

            for (int i = 0; i < limitedParticleSystems.Count; i++)
            {
                Tuple <ParticleSystem, int> t = limitedParticleSystems[i];
                t.Item1.Update(gameTime);
                if (t.Item2 == 0)
                {
                    t.Item1.SpawnPerFrame = 0;
                    if (t.Item1.ActiveParticles > 0)
                    {
                        limitedParticleSystems[i] = new Tuple <ParticleSystem, int>(t.Item1, 0);
                    }
                    else
                    {
                        tuplesToRemove.Add(t);
                    }
                }
                else
                {
                    limitedParticleSystems[i] = new Tuple <ParticleSystem, int>(t.Item1, t.Item2 - 1);
                }
            }
            foreach (Tuple <ParticleSystem, int> t in tuplesToRemove)
            {
                limitedParticleSystems.Remove(t);
            }
            foreach (ParticleSystem p in particleSystems)
            {
                p.Update(gameTime);
                if (p.ActiveParticles == 0)
                {
                    particleSystems.Remove(p);
                }
            }
            List <Object> toRemove = new List <Object>();

            foreach (Object o in trackingParticleSystems.Keys)
            {
                ParticleSystem p = trackingParticleSystems[o];
                p.Emitter = o.Collision.Position;
                p.Update(gameTime);
                if (p.ActiveParticles == 0)
                {
                    toRemove.Add(o);
                }
            }
            foreach (Object o in toRemove)
            {
                trackingParticleSystems.Remove(o);
            }
        }
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)
        {
            newKeyboardState = Keyboard.GetState();

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

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

            //bullet.Update(gameTime);
            normalBullet.Update(gameTime);
            fastBullet.Update(gameTime);
            bombBullet.Update(gameTime);
            player.Update(gameTime);
            //proj.Update(gameTime);

            if (player.Bounds.CollidesWith(normalBullet.Bounds) || player.Bounds.CollidesWith(fastBullet.Bounds) || player.Bounds.CollidesWith(bombBullet.Bounds))
            {
                color = Color.PaleVioletRed;
                //bullet.bulletHitFX.Play();
            }
            else
            {
                color = Color.Tan;
            }

            Lane[] lanes = { lane0, lane1, lane2, lane3, lane4 };
            for (int i = 0; i < lanes.Length; i++)
            {
                if (player.Bounds.CheckLane(lanes[i].Bounds))
                {
                    laneInd = i.ToString();
                }
            }
            // TODO: Add your update logic here

            oldKeyboardState = newKeyboardState;
            //var size = spriteFont.MeasureString("Use Arrow Keys to Navigate");

            // TODO: Add your update logic here
            normalParticle.Update(gameTime);
            fastParticle.Update(gameTime);
            bombParticle.Update(gameTime);

            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)
        {
            smokeParticleSystem.Update(gameTime);
            coinParticleSystem.Update(gameTime);
            playerParticleSystem.Update(gameTime);

            newKS = Keyboard.GetState();

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

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

            paddle.Update(gameTime);
            ball.Update(gameTime);

            if (paddle.bounds.CollidesWith(ball.bounds))
            {
                ball.Velocity *= -1;
                Console.WriteLine("collided");
                Exit();
            }
            if (paddle.bounds.CollidesWith(coin.bounds))
            {
                coinPickupSFX.Play();
                Points += 1;
                Console.WriteLine("+1 point");

                double randX = Random.NextDouble();
                double randY = Random.NextDouble();

                randX         = MathHelper.Lerp(0, GraphicsDevice.Viewport.Width, (float)randX);
                randY         = MathHelper.Lerp(0, GraphicsDevice.Viewport.Height, (float)randY);
                coin.bounds.X = (float)randX;
                coin.bounds.Y = (float)randY;
            }

            oldKS = newKS;
            base.Update(gameTime);



            // TODO: Add your update logic here
        }
示例#8
0
文件: Game1.cs 项目: Ramos04/CIS580
        /// <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)
        {
            newKeyboardState = Keyboard.GetState();

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

            // update player
            player.Update(gameTime);
            camera.Follow(player);

            //update particle system
            playerParticleSystem.Update(gameTime);

            rainParticleSystem.Update(gameTime);
            cometParticleSystem.Update(gameTime);

            oldKeyboardState = newKeyboardState;

            base.Update(gameTime);
        }
示例#9
0
        /// <summary>
        /// Update the sprite, moving and animating it
        /// </summary>
        /// <param name="gameTime">The GameTime object</param>
        public void Update(GameTime gameTime)
        {
            old_keyboard = keyboard;
            keyboard     = Keyboard.GetState();
            float delta = (float)gameTime.ElapsedGameTime.TotalSeconds;

            // Bomb PowerUp
            powerUpTimer += gameTime.ElapsedGameTime;
            if (keyboard.IsKeyDown(Keys.Space) &&
                !old_keyboard.IsKeyDown(Keys.Space) &&
                (int)powerUpTimer.TotalMilliseconds > 10000)
            {
                powerUpTimer      = new TimeSpan(0);
                prev_moving_state = moving_state;
                moving_state      = MovingState.Idle;

                // Place Bomb in front or below character
                switch (prev_moving_state)
                {
                case MovingState.East:
                    bomb.Place(new Vector2(Bounds.X + Bounds.Width / 4, Bounds.Y + Bounds.Height / 2));
                    break;

                case MovingState.North:
                    bomb.Place(new Vector2(Bounds.X + Bounds.Width / 4, Bounds.Y + Bounds.Height / 2));
                    break;

                case MovingState.West:
                    bomb.Place(new Vector2(Bounds.X + Bounds.Width / 4, Bounds.Y + Bounds.Height / 2));
                    break;

                case MovingState.South:
                    bomb.Place(new Vector2(Bounds.X + Bounds.Width / 4, Bounds.Y + Bounds.Height / 2));
                    break;

                default:
                    bomb.Place(new Vector2(Bounds.X + Bounds.Width / 4, Bounds.Y + Bounds.Height / 2));
                    break;
                }
            }
            if (powerUpTimer.TotalMilliseconds > 10000)
            {
                powerUpBarSize = 100;
            }
            else
            {
                powerUpBarSize = (int)(10 * powerUpTimer.TotalSeconds);
            }

            bomb.Update(gameTime);

            // Stamina
            if (stamina < 0)
            {
                drainedStaminaPenalty = true;
                speedVar          = SPEED_PENALTY;
                staminaDelayTimer = new TimeSpan(0);
                stamina           = 0;
                speed_state       = SpeedState.Penalty;
                staminaColor      = new Color(0, 0, 60);
            }
            if ((keyboard.IsKeyDown(Keys.LeftAlt) || keyboard.IsKeyDown(Keys.RightAlt)) && !drainedStaminaPenalty)
            {
                speedVar    = SPEED_BOOST;
                stamina    -= (float)gameTime.ElapsedGameTime.TotalMilliseconds;
                speed_state = SpeedState.Boost;
            }
            if (!(keyboard.IsKeyDown(Keys.LeftAlt) || keyboard.IsKeyDown(Keys.RightAlt)) && !drainedStaminaPenalty)
            {
                speedVar    = SPEED_DEFAULT;
                stamina    += (float)gameTime.ElapsedGameTime.TotalMilliseconds * .9f;
                speed_state = SpeedState.Normal;
            }
            if (drainedStaminaPenalty && !(staminaDelayTimer.TotalMilliseconds < staminaDelay))
            {
                stamina += (float)gameTime.ElapsedGameTime.TotalMilliseconds * .4f;
            }
            if (stamina >= MAX_STAMINA)
            {
                drainedStaminaPenalty = false;
                stamina = MAX_STAMINA;
            }
            staminaDelayTimer += gameTime.ElapsedGameTime;
            if (stamina == MAX_STAMINA)
            {
                staminaBarSize = 100;
            }
            else
            {
                staminaBarSize = (int)(100 * (stamina / MAX_STAMINA));
            }

            // Dirt Particles
            dirtTimer += gameTime.ElapsedGameTime;
            var dirtRefresh = 500;

            dirtOrigin = new Vector2(Bounds.X + Bounds.Width / 4, Bounds.Y + Bounds.Height - 10);
            if (speed_state != SpeedState.Boost && dirtTimer.TotalMilliseconds > dirtRefresh)
            {
                dirtParticleSystem = newDirtParticleSystem(game.GraphicsDevice, 1, dirtParticle, Vector2.Zero);
            }

            // Update the player state based on input
            if (keyboard.IsKeyDown(Keys.Up))
            {
                prev_moving_state = moving_state;
                moving_state      = MovingState.North;
                curPosition.Y    -= delta * PLAYER_SPEED * speedVar;
                if (speed_state == SpeedState.Boost && dirtTimer.TotalMilliseconds > dirtRefresh)
                {
                    dirtParticleSystem = newDirtParticleSystem(game.GraphicsDevice, 50, dirtParticle, new Vector2(0, -1));
                }
            }
            else if (keyboard.IsKeyDown(Keys.Left))
            {
                prev_moving_state = moving_state;
                moving_state      = MovingState.West;
                curPosition.X    -= delta * PLAYER_SPEED * speedVar;
                if (speed_state == SpeedState.Boost && dirtTimer.TotalMilliseconds > dirtRefresh)
                {
                    dirtParticleSystem = newDirtParticleSystem(game.GraphicsDevice, 50, dirtParticle, new Vector2(-1, 0));
                }
            }
            else if (keyboard.IsKeyDown(Keys.Right))
            {
                prev_moving_state = moving_state;
                moving_state      = MovingState.East;
                curPosition.X    += delta * PLAYER_SPEED * speedVar;
                if (speed_state == SpeedState.Boost && dirtTimer.TotalMilliseconds > dirtRefresh)
                {
                    dirtParticleSystem = newDirtParticleSystem(game.GraphicsDevice, 50, dirtParticle, new Vector2(1, 0));
                }
            }
            else if (keyboard.IsKeyDown(Keys.Down))
            {
                prev_moving_state = moving_state;
                moving_state      = MovingState.South;
                curPosition.Y    += delta * PLAYER_SPEED * speedVar;
                if (speed_state == SpeedState.Boost && dirtTimer.TotalMilliseconds > dirtRefresh)
                {
                    dirtParticleSystem = newDirtParticleSystem(game.GraphicsDevice, 50, dirtParticle, new Vector2(0, 1));
                }
            }
            else
            {
                moving_state = MovingState.Idle;
            }

            dirtParticleSystem.Update(gameTime);

            if (curPosition.X < 0)
            {
                curPosition.X = 0;
            }

            // Update the player animation timer when the player is moving
            if (moving_state != MovingState.Idle)
            {
                timer += gameTime.ElapsedGameTime;
            }

            // Determine the frame should increase.  Using a while
            // loop will accomodate the possiblity the animation should
            // advance more than one frame.
            while (timer.TotalMilliseconds > ANIMATION_FRAME_RATE)
            {
                // increase by one frame
                frame++;
                // reduce the timer by one frame duration
                timer -= new TimeSpan(0, 0, 0, 0, ANIMATION_FRAME_RATE);
            }

            // Keep the frame within Bounds (there are four frames)
            frame %= 4;

            Bounds.X = curPosition.X;
            Bounds.Y = curPosition.Y;
        }
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)
        {
            player.Update(gameTime);
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }
            youWin.Update(gameTime);
            rain.Update(gameTime);
            youDie.Update(gameTime);
            bubbles.Update(gameTime);
            if (player.Bounds.Y < graphics.PreferredBackBufferHeight - 130)
            {
                deadFlag = false;
            }
            // TODO: Add your update logic here
            for (int i = 0; i < 4; i++)
            {
                if (player.Bounds.CollidesWith(levelOne[i].Bounds))
                {
                    splat.Play();
                    player.Reset();
                    deadFlag = true;
                    deathCount++;
                }
                else if (player.Bounds.CollidesWith(levelTwo[i].Bounds))
                {
                    splat.Play();
                    player.Reset();
                    deadFlag = true;
                    deathCount++;
                }
                else if (player.Bounds.CollidesWith(levelThree[i].Bounds))
                {
                    splat.Play();
                    player.Reset();
                    deadFlag = true;
                    deathCount++;
                }
                else if (player.Bounds.CollidesWith(levelFour[i].Bounds))
                {
                    splat.Play();
                    player.Reset();
                    deadFlag = true;
                    deathCount++;
                }
                else if (player.Bounds.CollidesWith(levelFive[i].Bounds))
                {
                    splat.Play();
                    player.Reset();
                    deadFlag = true;
                    deathCount++;
                }
                //Update cars
                levelFive[i].Update(gameTime, 3);
                levelFour[i].Update(gameTime, 3);
                levelThree[i].Update(gameTime, 3);
                levelTwo[i].Update(gameTime, 2);
                levelOne[i].Update(gameTime, 1);
            }
            if (player.Bounds.Y < 96)
            {
                finishFlag = true;
            }
            else
            {
                finishFlag = false;
            }



            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();
            }
            updateable = new List <iUpdateable>();

            if (viewState == ViewState.IDLE)
            {
                oldkeyboardState = keyboardState;
                keyboardState    = Keyboard.GetState();
                if (keyboardState.IsKeyDown(Keys.P) && !oldkeyboardState.IsKeyDown(Keys.P))
                {
                    NextLevel();
                }
                if (keyboardState.IsKeyDown(Keys.Q) && !oldkeyboardState.IsKeyDown(Keys.Q))
                {
                    PreviousLevel();
                }
                if (keyboardState.IsKeyDown(Keys.E) && !oldkeyboardState.IsKeyDown(Keys.E))
                {
                    player.curPosition = current_maze.endingPosition;
                }
                if (keyboardState.IsKeyDown(Keys.S) && !oldkeyboardState.IsKeyDown(Keys.S))
                {
                    player.curPosition = current_maze.startingPosition;
                }
                if (keyboardState.IsKeyDown(Keys.B) && !oldkeyboardState.IsKeyDown(Keys.B))
                {
                    if (current_level == 1)
                    {
                        player.curPosition = new Vector2(551, 451);
                    }
                    if (current_level == 2)
                    {
                        player.curPosition = new Vector2(951, 401);
                    }
                }

                if (!win && !game_over)
                {
                    if (player.Bounds.X > graphics.GraphicsDevice.Viewport.Width)
                    {
                        NextLevel();
                        return;
                    }

                    current_maze = levels[current_level];

                    // TODO: Add your update logic here
                    updateable.Add(player);
                    foreach (Spike spike in current_maze.spikes)
                    {
                        updateable.Add(spike);
                    }
                    foreach (Cell cell in current_maze.cells)
                    {
                        updateable.Add(cell);
                    }
                    foreach (iUpdateable obj in updateable)
                    {
                        obj.Update(gameTime);
                    }

                    foreach (Cell cell in current_maze.getNearCells(player))
                    {
                        foreach (iCollidable collidable in cell.collidables)
                        {
                            if (collidable is Wall wall)
                            {
                                if (player.Bounds.CollidesWith(wall.Bounds) && !wall.destroyed)
                                {
                                    float delta;
                                    switch (player.moving_state)
                                    {
                                    case MovingState.East:
                                        delta = (player.Bounds.X + player.Bounds.Width) - wall.Bounds.X;
                                        player.curPosition.X = wall.Bounds.X - player.Bounds.Width - delta;
                                        break;

                                    case MovingState.North:
                                        delta = (wall.Bounds.Y + wall.Bounds.Height) - player.Bounds.Y;
                                        player.curPosition.Y = wall.Bounds.Y + wall.Bounds.Height + delta;
                                        break;

                                    case MovingState.West:
                                        delta = (wall.Bounds.X + wall.Bounds.Width) - player.Bounds.X;
                                        player.curPosition.X = wall.Bounds.X + wall.Bounds.Width + delta + 1;
                                        break;

                                    case MovingState.South:
                                        delta = (player.Bounds.Y + player.Bounds.Height) - wall.Bounds.Y;
                                        player.curPosition.Y = wall.Bounds.Y - player.Bounds.Height - delta;
                                        break;
                                    }
                                }
                                if (player.bomb.Explosion.CollidesWith(wall.Bounds) && player.bomb.detonated && !wall.destroyed)
                                {
                                    if (wall.isBombable)
                                    {
                                        // Wall crumble apart particle system implemented here
                                        wallParticleSystem = newWallParticleSystem(graphics.GraphicsDevice, 100, particle, wall.Position());
                                        wall.Bounds.X      = -50;
                                        wall.Bounds.Y      = -50;
                                        score += 5000;
                                    }
                                }
                            }
                            if (collidable is Spike spike)
                            {
                                if (player.Bounds.CollidesWith(spike.Bounds) && spike.on)
                                {
                                    player.ouchSFX.Play(1, 0, 0);
                                    GameOverDeath();
                                }
                                if (player.bomb.Explosion.CollidesWith(spike.Bounds) && player.bomb.detonated && spike.on)
                                {
                                    spike.destroyed = true;
                                    score          += 2000;
                                }
                            }
                            if (collidable is Exit exit)
                            {
                                if (player.Bounds.CollidesWith(exit.Bounds))
                                {
                                    NextLevelExit();    // Change to Transition Slide
                                    return;
                                }
                            }
                        }
                    }
                    foreach (Cell cell in current_maze.getNearCells(player.bomb))
                    {
                        foreach (iCollidable collidable in cell.collidables)
                        {
                            Wall  wall  = collidable as Wall;
                            Spike spike = collidable as Spike;
                            if (wall != null)
                            {
                                if (player.bomb.Explosion.CollidesWith(wall.Bounds) && player.bomb.detonated && !wall.destroyed)
                                {
                                    if (wall.isBombable)
                                    {
                                        // Wall crumble apart particle system implemented here
                                        wallParticleSystem = newWallParticleSystem(graphics.GraphicsDevice, 100, particle, wall.Position());
                                        wall.Bounds.X      = -50;
                                        wall.Bounds.Y      = -50;
                                        score += 5000;
                                    }
                                }
                            }
                            if (spike != null)
                            {
                                if (player.bomb.Explosion.CollidesWith(spike.Bounds) && player.bomb.detonated && spike.on)
                                {
                                    spike.destroyed = true;
                                    score          += 2000;
                                }
                            }
                        }
                    }
                    if (player.Bounds.CollidesWith(player.bomb.Explosion) && player.bomb.detonated)
                    {
                        player.ouchBombSFX.Play(1, 0, 0);
                        GameOverDeath();
                    }

                    score--;
                }

                wallTimer += gameTime.ElapsedGameTime;
                if (wallTimer.TotalMilliseconds > wallTimeLimit)
                {
                    wallParticleSystem = newWallParticleSystem(graphics.GraphicsDevice, 1, particle, Vector2.Zero);
                }
                wallParticleSystem.Update(gameTime);
            }
            else if (viewState == ViewState.TRANSITION_RIGHT)
            {
            }
            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)
        {
            newKeyboardState = Keyboard.GetState();

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

            // TODO: Add your update logic here
            player.Update(gameTime);

            // Enemy spawning logic
            if (enemySpawnCounter <= 0)
            {
                EnemyBasic enemy = new EnemyBasic(this);
                enemy.LoadContent(Content);
                enemyBasics.Add(enemy);
                enemySpawnX       = enemy.Bounds.X + (enemy.Bounds.Width / 2);
                enemySpawnCounter = enemySpawnDelay;
                if (enemySpawnDelay >= 1)
                {
                    enemySpawnDelay -= 5;
                }
            }
            else if (enemySpawnCounter > 0)
            {
                enemySpawnCounter--;
            }
            for (int i = 0; i < enemyBasics.Count; i++)
            {
                enemyBasics[i].Update(gameTime);
                if (enemyBasics[i].Bounds.Y > graphics.PreferredBackBufferHeight)
                {
                    enemyBasics.RemoveAt(i);
                }
            }

            // Check bullet/enemy and player/enemy collisions
            for (int i = 0; i < enemyBasics.Count; i++)
            {
                if (CollidesWith(enemyBasics[i].Bounds, player.Bounds))
                {
                    if (!Gameover)
                    {
                        sfx[1].Play();
                    }
                    Gameover = true;
                }
                for (int j = 0; j < player.bulletLefts.Count; j++)
                {
                    if (CollidesWith(enemyBasics[i].Bounds, player.bulletLefts[j].Bounds))
                    {
                        enemyBasics[i].Health--;
                        player.bulletLefts.RemoveAt(j);
                    }
                }
                for (int k = 0; k < player.bulletRights.Count; k++)
                {
                    if (CollidesWith(enemyBasics[i].Bounds, player.bulletRights[k].Bounds))
                    {
                        enemyBasics[i].Health--;
                        player.bulletRights.RemoveAt(k);
                    }
                }
                if (enemyBasics[i].Health <= 0)
                {
                    SoundEffect.MasterVolume = 0.5f;
                    sfx[2].Play();
                    SoundEffect.MasterVolume = 0.1f;
                    explosions.Add(new Explosion(this, animations, enemyBasics[i].Bounds.X, enemyBasics[i].Bounds.Y));
                    score++;
                    enemyBasics.RemoveAt(i);
                }
            }

            // Explosion timers
            for (int i = 0; i < explosions.Count; i++)
            {
                explosions[i].timer--;
                if (explosions[i].timer <= 0)
                {
                    explosions.RemoveAt(i);
                }
            }

            particleSystem.Update(gameTime);
            particleSystemEnemy.Update(gameTime);

            oldKeyboardState = newKeyboardState;

            base.Update(gameTime);
        }
示例#13
0
        public void Update(GameTime gameTime)
        {
            if (!game.Gameover)
            {
                /*-------------------------
                * Player ship movement
                *  -------------------------*/
                var keyboardState = Keyboard.GetState();
                if (keyboardState.IsKeyDown(Keys.Left))
                {
                    Bounds.X -= (float)gameTime.ElapsedGameTime.TotalMilliseconds - 5;
                }

                if (keyboardState.IsKeyDown(Keys.Right))
                {
                    Bounds.X += (float)gameTime.ElapsedGameTime.TotalMilliseconds - 5;
                }

                /*-------------------------
                * Player ship main firing
                *  -------------------------*/
                if (keyboardState.IsKeyDown(Keys.Z) && bulletDelayCounter == 0)
                {
                    BulletLeft  bulletl = new BulletLeft(game, textureBullet, this);
                    BulletRight bulletr = new BulletRight(game, textureBullet, this);
                    bulletLefts.Add(bulletl);
                    bulletRights.Add(bulletr);
                    bulletDelayCounter = bulletDelay;
                    sfx[0].Play();
                    particleSystem.boolSpawn = true;
                }
                else if (bulletDelayCounter > 0)
                {
                    // Ensures shots aren't produced every frame while key is held.
                    bulletDelayCounter--;
                }

                /*-------------------------
                * Keep ship on screen
                *  -------------------------*/
                if (Bounds.X < 0)
                {
                    Bounds.X = 0;
                }
                if (Bounds.X > game.GraphicsDevice.Viewport.Width - Bounds.Width)
                {
                    Bounds.X = game.GraphicsDevice.Viewport.Width - Bounds.Width;
                }

                /*-------------------------
                * Update bullets, removing them if necessary
                *  -------------------------*/
                for (int i = 0; i < bulletLefts.Count; i++)
                {
                    bulletLefts[i].Update(gameTime);

                    if (bulletLefts[i].Bounds.Y <= -87)
                    {
                        bulletLefts.RemoveAt(i);
                    }
                }
                for (int i = 0; i < bulletRights.Count; i++)
                {
                    bulletRights[i].Update(gameTime);

                    if (bulletRights[i].Bounds.Y <= -87)
                    {
                        bulletRights.RemoveAt(i);
                    }
                }
            }

            particleSystem.Update(gameTime);
            particleSystem.boolSpawn = false;
        }
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)
        {
            rainParticle.Update(gameTime);
            fireParticle.Update(gameTime);
            collisionParticle.Update(gameTime);
            //var keyboard = Keyboard.GetState();
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            if (!win)
            {
                time = gameTime.TotalGameTime.TotalSeconds;
                time = Math.Truncate(time * 1000) / 1000;
            }
            // TODO: Add your update logic here
            //map.Update(gameTime, player);

            var keyboard = Keyboard.GetState();

            for (int i = 0; i < 15; i++)
            {
                for (int j = 0; j < 25; j++)
                {
                    if (map.walls[i, j] != null)
                    {
                        //Tile tempwall = map.walls[i, j];

                        map.walls[i, j].Update(gameTime);
                        if (map.walls[i, j].Bounds.Intersects(player.bounds))
                        {
                            if (player.moving)
                            {
                                collisionParticle.SpawnPerFrame = 10;
                                collisionParticle.SpawnParticle = (ref Particle particle) =>
                                {
                                    MouseState mouse = Mouse.GetState();
                                    particle.Position = new Vector2(player.bounds.X + 8, player.bounds.Y + 8);
                                    if (player.direction == 0)
                                    {
                                        particle.Velocity = new Vector2(
                                            MathHelper.Lerp(0, 100, (float)random.NextDouble()),   // X between -50 and 50
                                            MathHelper.Lerp(100, -100, (float)random.NextDouble()) // Y between 0 and 100
                                            );
                                    }
                                    else if (player.direction == 1)
                                    {
                                        particle.Velocity = new Vector2(
                                            MathHelper.Lerp(-100, 100, (float)random.NextDouble()), // X between -50 and 50
                                            MathHelper.Lerp(0, 100, (float)random.NextDouble())     // Y between 0 and 100
                                            );
                                    }
                                    else if (player.direction == 2)
                                    {
                                        particle.Velocity = new Vector2(
                                            MathHelper.Lerp(0, -100, (float)random.NextDouble()),  // X between -50 and 50
                                            MathHelper.Lerp(100, -100, (float)random.NextDouble()) // Y between 0 and 100
                                            );
                                    }
                                    else if (player.direction == 3)
                                    {
                                        particle.Velocity = new Vector2(
                                            MathHelper.Lerp(-100, 100, (float)random.NextDouble()), // X between -50 and 50
                                            MathHelper.Lerp(0, -100, (float)random.NextDouble())    // Y between 0 and 100
                                            );
                                    }
                                    particle.Acceleration = 0.1f * new Vector2(0, (float)-random.NextDouble());
                                    particle.Color        = Color.Gold;
                                    particle.Scale        = 1f;
                                    particle.Life         = 0.3f;
                                };
                            }
                            else
                            {
                                collisionParticle.SpawnParticle = (ref Particle particle) =>
                                {
                                    MouseState mouse = Mouse.GetState();
                                    particle.Position = new Vector2(-10, -10);

                                    particle.Velocity = new Vector2(
                                        MathHelper.Lerp(0, 100, (float)random.NextDouble()),     // X between -50 and 50
                                        MathHelper.Lerp(100, -100, (float)random.NextDouble())   // Y between 0 and 100
                                        );

                                    particle.Acceleration = 0.1f * new Vector2(0, (float)-random.NextDouble());
                                    particle.Color        = Color.Gold;
                                    particle.Scale        = 1f;
                                    particle.Life         = 0.3f;
                                };
                                collisionParticle.SpawnPerFrame = 0;
                            }
                            if (map.walls[i, j].Type.Equals("wall"))
                            {
                                player.moving = false;

                                if (player.direction == 0)
                                {
                                    player.bounds.X += 1;
                                }
                                else if (player.direction == 1)
                                {
                                    player.bounds.Y += 1;
                                }
                                else if (player.direction == 2)
                                {
                                    player.bounds.X -= 1;
                                }
                                else if (player.direction == 3)
                                {
                                    player.bounds.Y -= 1;
                                }
                            }
                            else if (map.walls[i, j].Type.Equals("goal"))
                            {
                                win = true;
                            }
                            else if (map.walls[i, j].Type.Equals("FirePowerup"))
                            {
                                player.speed = 10;
                                fireParticle.SpawnParticle = (ref Particle particle) =>
                                {
                                    MouseState mouse = Mouse.GetState();
                                    particle.Position = new Vector2(player.bounds.X + 8, player.bounds.Y + 8);
                                    particle.Velocity = new Vector2(
                                        MathHelper.Lerp(-5, 5, (float)random.NextDouble()),  // X between -50 and 50
                                        MathHelper.Lerp(0, -100, (float)random.NextDouble()) // Y between 0 and 100
                                        );
                                    particle.Acceleration = 0.1f * new Vector2(0, (float)-random.NextDouble());
                                    particle.Color        = Color.Red;
                                    particle.Scale        = 1f;
                                    particle.Life         = 0.3f;
                                };
                                map.walls[i, j] = null;
                            }

                            /*if (keyboard.IsKeyDown(Keys.Up))
                             * {
                             *  player.up = false;
                             *  //player.bounds.Y += 1;
                             * }
                             * //else { player.up = true; }
                             * if (keyboard.IsKeyDown(Keys.Down))
                             * {
                             *  player.down = false;
                             *  //player.bounds.Y -= 1;
                             * }
                             * //else { player.down = true; }
                             * if (keyboard.IsKeyDown(Keys.Left))
                             * {
                             *  player.left = false;
                             *  //player.bounds.X += 1;
                             * }
                             * //else { player.left = true; }
                             * if (keyboard.IsKeyDown(Keys.Right))
                             * {
                             *  player.right = false;
                             *  //player.bounds.X -= 1;
                             * }
                             * //else { player.right = true; }*/
                        }

                        /*else
                         * {
                         *  player.up = true;
                         *  player.down = true;
                         *  player.left = true;
                         *  player.right = true;
                         *  player.color = Color.Yellow;
                         * }*/
                    }
                }
            }


            player.Update(gameTime);



            base.Update(gameTime);
        }
示例#15
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.GetState();
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }

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

            if (keyboardState.IsKeyDown(Keys.Tab))
            {
                this.Reset();
            }
            // TODO: Add your update logic here
            particleSystem.Update(gameTime);
            sparkleSystem.Update(gameTime);
            fireSystem.Update(gameTime);
            player.Update(gameTime);
            cake.Update(gameTime);
            cookie.Update(gameTime);
            donut.Update(gameTime);
            carrot.Update(gameTime);
            broccoli.Update(gameTime);

            if (player.collidesWithCake(cake))
            {
                cake.eating.Play();
                score        += cake.pointVal;
                cake.Bounds.Y = 0;
                cake.Bounds.X = RandomizeItem();
            }
            if (player.collidesWithCookie(cookie))
            {
                cookie.eating.Play();
                score          += cookie.pointVal;
                cookie.Bounds.Y = 0;
                cookie.Bounds.X = RandomizeItem();
            }
            if (player.collidesWithCarrot(carrot))
            {
                carrot.cough.Play();
                score          += carrot.pointVal;
                carrot.Bounds.Y = 0;
                carrot.Bounds.X = RandomizeItem();
            }
            if (player.collidesWithBroccoli(broccoli))
            {
                broccoli.cough.Play();
                score            += broccoli.pointVal;
                broccoli.Bounds.Y = 0;
                broccoli.Bounds.X = RandomizeItem();
            }
            if (player.collidesWithDonut(donut))
            {
                donut.eating.Play();
                score         += donut.pointVal;
                donut.Bounds.Y = 0;
                donut.Bounds.X = RandomizeItem();
            }

            if (PlayerCollidesWithButton())
            {
                buttonRect.Y += 20;
                score        += 10;
            }
            var blockQuery = world.QueryRange(player.position.X, player.position.X + player.FRAME_WIDTH);

            player.CheckForBlockCollision(blockQuery);
            base.Update(gameTime);
        }
示例#16
0
 public void Update(GameTime gameTime)
 {
     particleSystem.Update(gameTime);
 }
 public void Update(GameTime gameTime)
 {
     particleSystem.Update(gameTime);
     aliveTime += gameTime.ElapsedGameTime.TotalMilliseconds;
 }