//----------------------------------------------------------------------------- // Game::Update() // Called once per frame, update data, tranformations, etc // Use this function to control process order // Input, AI, Physics, Animation, and Graphics //----------------------------------------------------------------------------- public override void Update() { SoundManager.Update(); // Update the scene Simulation.Update(this.GetTime()); pSceneContext.GetState().Update(this.GetTime()); }
public override void Execute() { // Let the gameObject deal with this... //this.pAlien.Remove(); GameObject pA = (GameObject)this.pUFO; GameObject pB = (GameObject)Iterator.GetParent(pA); pA.Remove(); // TODO: update score - may need a better way (maybe an observer) SceneContext sc = SceneContext.GetInstance(); sc.GetState().UpdateScore(this.pUFO.GetScore()); // TODO: Splat Alien - needs a better way this.pSplat = new Splat(GameObject.Name.Splat, GameSprite.Name.SplatUFO, pUFO.x, pUFO.y); pSplat.ActivateCollisionSprite(this.pSB_Boxes); pSplat.ActivateGameSprite(this.pSB_Aliens); GameObject pSplatbRoot = GameObjectMan.Find(GameObject.Name.SplatRoot); Debug.Assert(pSplatbRoot != null); pSplatbRoot.Add(pSplat); TimerMan.Add(TimeEvent.Name.SplatRemoveUFO, new SplatRemoveEvent(this.pSplat), 0.5f); }
//----------------------------------------------------------------------------- // Game::Update() // Called once per frame, update data, tranformations, etc // Use this function to control process order // Input, AI, Physics, Animation, and Graphics //----------------------------------------------------------------------------- public override void Update() { // Add your update below this line: ---------------------------- // stuff called every update no matter the scene here... // example: like audio update GlobalTimer.Update(this.GetTime()); // Hack to proof of concept... if (Azul.Input.GetKeyState(Azul.AZUL_KEY.KEY_0) == true) { pSceneContext.SetState(SceneContext.Scene.Demo); } if (Azul.Input.GetKeyState(Azul.AZUL_KEY.KEY_3) == true) { pSceneContext.SetState(SceneContext.Scene.Select); } if (Azul.Input.GetKeyState(Azul.AZUL_KEY.KEY_1) == true) { pSceneContext.SetState(SceneContext.Scene.Play); Score.SetCurrentPlayer(1); } if (Azul.Input.GetKeyState(Azul.AZUL_KEY.KEY_2) == true) { pSceneContext.SetState(SceneContext.Scene.Play); Score.SetCurrentPlayer(2); } if (Azul.Input.GetKeyState(Azul.AZUL_KEY.KEY_4) == true) { pSceneContext.SetState(SceneContext.Scene.GameOver); } // Update the scene (pSceneContext.GetState()).Update(this.GetTime()); }
public override void Notify() { SceneContext pSceneContext = SceneContext.GetInstance(); Debug.Assert(pSceneContext != null); SceneState sceneState = pSceneContext.GetState(); if (pSceneContext.poScenePlayer2.numLives > 1) { pSceneContext.SetState(SceneContext.Scene.Player2); } }
public override void Notify() { SceneContext pSceneContext = SceneContext.GetInstance(); Debug.Assert(pSceneContext != null); SceneState sceneState = pSceneContext.GetState(); if (sceneState.name == SceneContext.Scene.Over) { pSceneContext.SetState(SceneContext.Scene.Select); } }
public override void Execute() { // Let the gameObject deal with this... //this.pAlien.Remove(); GameObject pA = (GameObject)this.pAlien; GameObject pB = (GameObject)Iterator.GetParent(pA); pA.Remove(); // TODO: Need a better way... if (privCheckParent(pB) == true) { GameObject pC = (GameObject)Iterator.GetParent(pB); pB.Remove(); if (privCheckParent(pC) == true) { //pC.Remove(); // Recreate Grid on last alien delete AlienGrid pGrid = (AlienGrid)pC; pGrid.GenerateAlien(GameObjectMan.GetActive()); pGrid.ResetSpeed(); this.scenePlay.AddLife(); } } // TODO: update score - may need a better way (maybe an observer) SceneContext sc = SceneContext.GetInstance(); sc.GetState().UpdateScore(this.pAlien.scoreValue); // TODO: Splat Alien - needs a better way this.pSplat = new Splat(GameObject.Name.Splat, GameSprite.Name.SplatAlien, pAlien.x, pAlien.y); pSplat.ActivateCollisionSprite(this.pSB_Boxes); pSplat.ActivateGameSprite(this.pSB_Aliens); GameObject pSplatbRoot = GameObjectMan.Find(GameObject.Name.SplatRoot); Debug.Assert(pSplatbRoot != null); pSplatbRoot.Add(pSplat); TimerMan.Add(TimeEvent.Name.SplatRemoveAlien, new SplatRemoveEvent(this.pSplat), 0.5f); }
//----------------------------------------------------------------------------- // Game::Update() // Called once per frame, update data, tranformations, etc // Use this function to control process order // Input, AI, Physics, Animation, and Graphics //----------------------------------------------------------------------------- public override void Update() { // Update the scene pSceneContext.GetState().Update(this.GetTime()); }
//----------------------------------------------------------------------------- // Game::Draw() // This function is called once per frame // Use this for draw graphics to the screen. // Only do rendering here //----------------------------------------------------------------------------- public override void Draw() { SceneContext.GetState().Draw(); }
//----------------------------------------------------------------------------- // Game::Update() // Called once per frame, update data, tranformations, etc // Use this function to control process order // Input, AI, Physics, Animation, and Graphics //----------------------------------------------------------------------------- public override void Update() { GlobalTimer.Update(this.GetTime()); SceneContext.GetState().Update(this.GetTime()); }
public override void Execute() { GameObject pA = (GameObject)this.pAlien; GameObject pB = (GameObject)Iterator.GetParent(pA); float x = this.pAlien.x; float y = this.pAlien.y; AlienGrid pGrid = (AlienGrid)this.pAlien.pParent.pParent; pGrid.nNumActive--; pA.Remove(); // TODO: Need a better way... if (privCheckParent(pB) == true) { GameObject pC = (GameObject)Iterator.GetParent(pB); pB.Remove(); if (privCheckParent(pC) == true) { pC.Remove(); } } Missile pMissile = (Missile)this.pGameObj; Player pPlayer = pMissile.pPlayer; // Font.Name pFontName = Font.Name.Uninitialized; if (this.pGameObj is MissileCategory) { pPlayer.nPoints += this.pAlien.GetPoints(); Font pScore = null; if (pPlayer.n == 1) { pScore = FontMan.Find(Font.Name.Score1Value); pFontName = Font.Name.Score1Value; } if (pPlayer.n == 2) { pScore = FontMan.Find(Font.Name.Score2Value); pFontName = Font.Name.Score2Value; } pScore.Set(pFontName, pPlayer.nPoints.ToString(), Glyph.Name.Consolas20pt, pScore.pFontSprite.x, pScore.pFontSprite.y); } //--------------------------------------------------------------------------------------------------------- // Sound //--------------------------------------------------------------------------------------------------------- SoundMan.PlaySound(Sound.Name.InvaderKilled); TimeEvent pTimeEvent = TimerMan.Find(TimeEvent.Name.ScenePlaySound); pTimeEvent.deltaTime -= 0.01f; //--------------------------------------------------------------------------------------------------------- // Explosion //--------------------------------------------------------------------------------------------------------- Explosion explosion = new Explosion(GameObject.Name.Explosion, GameSprite.Name.Explosion, x, y); SpriteBatch pSB_Aliens = SpriteBatchMan.Find(SpriteBatch.Name.Aliens); explosion.ActivateGameSprite(pSB_Aliens); GameObjectMan.Attach(explosion); TimerMan.Add(TimeEvent.Name.RemoveExplosion, new RemoveExplosionCommand(explosion), 0.25f); //--------------------------------------------------------------------------------------------------------- // Scene Transition //--------------------------------------------------------------------------------------------------------- if (pGrid.nNumActive == 0 && pPlayer.nCurrLevel == 1) { PlayerMan.WriteHighScores(); pPlayer.nCurrLevel++; SceneContext.GetState().Initialize(); if (SceneContext.bMultiplayer) { SceneContext.SetState(SceneContext.Scene.MultiPlay); } else { SceneContext.SetState(SceneContext.Scene.SinglePlay); } } else if (pGrid.nNumActive == 0 && pPlayer.nCurrLevel == 2) { PlayerMan.WriteHighScores(); SceneContext.SetState(SceneContext.Scene.Credits); } }