public void Update(GameTime gameTime, Rectangle playArea, ref MainPlayer player) { double deltaTime = gameTime.ElapsedGameTime.TotalSeconds; ComboTimer -= (float)deltaTime; if (ComboTimer <= 0) { ComboCount = 0; } Vector2 playerCenter = new Vector2(player.Position.X + player.Rectangle.Width / 2, player.Position.Y + player.Rectangle.Height / 2); TimeToSpawn -= deltaTime; if (TimeToSpawn <= 0 && Enemies.Count < 7) { float DifficultyModifier = 1f / (((float)EnemiesKilled * Difficulty) + 1f); TimeToSpawn = (float)random.Next(875, 4376) * DifficultyModifier / 1000; Pickup pickup; bool isColliding = false; int spawnAttempts = 0; do { // Find whether the object will be spawned from above, the right, below, or the left int start = random.Next(0, 2 * Pickup.PickupWidth() + 2 * Pickup.PickupHeight() + 1); int x, y; if (start < Pickup.PickupWidth()) { y = -(Pickup.PickupHeight()); x = random.Next(-(Pickup.PickupWidth()), playArea.Width); } else if (start < Pickup.PickupWidth() + Pickup.PickupHeight()) { x = playArea.Width; y = random.Next(-(Pickup.PickupHeight()), playArea.Height); } else if (start < Pickup.PickupWidth() * 2 + Pickup.PickupHeight()) { y = playArea.Height; x = random.Next(-(Pickup.PickupWidth()), playArea.Width); } else { x = -(Pickup.PickupWidth()); y = random.Next(-(Pickup.PickupHeight()), playArea.Height); } Vector2 position = new Vector2(x, y); //Vector2 direction = new Vector2((playArea.Width / 2) - (x + Pickup.PickupWidth() / 2), (playArea.Height / 2) - (y + Pickup.PickupHeight() / 2)); Vector2 direction = playerCenter - position; pickup = new FollowPickup(position, direction, pikcups_Speed); spawnAttempts++; if (spawnAttempts >= 10) { break; } foreach (Pickup other in Enemies) { isColliding = false; if (pickup.IsColliding(other)) { isColliding = true; break; } } }while (isColliding); Enemies.Add(pickup); } // Check enemy collisions. This is done the naive O(n^2) way. If given more time, something like // an axis-aligned bounding box tree could be implemented. int count = 0; while (count < Enemies.Count) { // Delete enemies who are dead and have had their animation finish if (Enemies[count].NeedsDeletion()) { Enemies.RemoveAt(count); continue; } // Update enemies Enemies[count].Update(deltaTime, playerCenter); Enemies[count].Update(gameTime); // Remove the object if it has left the screen if (Enemies[count].IsOutOfBounds(playArea)) { Enemies.RemoveAt(count); continue; } // Make enemies somewhat bounce off one another for (int i = 0; i < Enemies.Count; i++) { if (Enemies[count].IsColliding(Enemies[i])) { Pickup temp1 = Enemies[count]; Pickup temp2 = Enemies[i]; Pickup.Collide(ref temp1, ref temp2); Enemies[count] = temp1; Enemies[i] = temp2; } } // Kill the enemy or the player if the two collide if (player.IsColliding(Enemies[count])) { if (player.Boosting) { HandleEnemyDestroyed(Enemies[count]); Enemies[count].Kill(); EnemiesKilled++; player.BoostMeter += 0.1f; if (player.BoostMeter >= 1.2f) { player.BoostMeter = 1.2f; } player.allsounds[1].Play(volume: 0.3f, pitch: 0f, pan: 0f); } else { player.allsounds[3].Play(volume: 1f, pitch: 0f, pan: 0f); IsGameOver = true; } } // Kill the enemies if they hit any obstacles //for (int i = 0; i < Obstacles.Count; i++) //{ // if (Enemies[count].IsColliding(Obstacles[i])) // { // Enemies[count].Kill(); // break; // } //} count++; } }
public bool IsOutOfBounds(Rectangle bounds) { return(Position.X < -(Pickup.PickupWidth() << 2) || Position.X > bounds.Width + Pickup.PickupWidth() || Position.Y < -(Pickup.PickupHeight() << 2) || Position.Y > bounds.Height + Pickup.PickupHeight()); }