public override void UpdateEntity(Entity e, GameTime gameTime, InputManager inputMan) { e.rot += e.rotvel * gameTime.ElapsedGameTime.Milliseconds; e.age += gameTime.ElapsedGameTime; e.sprite.rotation = e.rot; float thing = (e.vel.Y*10000f) + (float)e.age.TotalMilliseconds * e.vel.Y; while (thing >= 1.0f) thing -= 1.0f; float r = 1.0f - (3f*Math.Abs(0.3333f - thing)); float g = 1.0f - (3f*Math.Abs(0.6667f - thing)); float b = 1.0f - (3f*Math.Abs(1f - thing)); if (thing < 0.3333) { g = 0; b = 1.0f - (thing * 3f); } else if (thing < 0.6667) { b = 0; } else if (thing < 1) { r = 0; } e.sprite.col = new Color(r, g, b) * e.vel.X; }
public override void UpdateEntity(Entity e, GameTime gameTime, InputManager inputMan) { e.vel.X += 0.002f * (float)(rand.NextDouble() - 0.5) * (float)(gameTime.ElapsedGameTime.Milliseconds); e.vel.Y += 0.002f * (float)(rand.NextDouble() - 0.5) * (float)(gameTime.ElapsedGameTime.Milliseconds); e.vel *= 0.1f; e.pos += e.vel * (float)(gameTime.ElapsedGameTime.Milliseconds) * 0.001f; e.age += gameTime.ElapsedGameTime; float halfwayPeak = (float)(e.age.TotalMilliseconds / (maxAge.TotalMilliseconds/2)); if (halfwayPeak > 1.0f) halfwayPeak = 1.0f - (halfwayPeak - 1.0f); float transparency = halfwayPeak; e.sprite.col = new Color(255, 0, 0) * transparency; if (e.age > maxAge) e.dead = true; }
public void Update(GameTime gameTime, InputManager input) { if (speed < 0.001f) speed = 0; else speed *= 0.95f; val = 1.0f - speed; thing.pos.X = val - 0.5f; bg.col = new Color(val, val, val); if (gameTime.TotalGameTime.Seconds > 3) { float fadeout = 1.0f - (((float)gameTime.TotalGameTime.TotalMilliseconds - 4000f) / 2000f); bg.col = new Color(fadeout, fadeout, fadeout); thing.col = new Color(fadeout, fadeout, fadeout); } if (gameTime.TotalGameTime.Seconds > 5) active = false; }
public override void Update(GameTime gameTime, InputManager inputMan, WorldManager worldMan) { //title.pos.Y = 0.4f + ((float)Math.Sin(gameTime.TotalGameTime.TotalMilliseconds / 300.0) * 0.01f); //if (inputMan.StartPressed()) exitmenu = true; if (inputMan.DownPressed()) cursorpos += 1; if (inputMan.UpPressed()) cursorpos -= 1; if (cursorpos > 2) cursorpos = 0; if (cursorpos < 0) cursorpos = 2; cursor.pos.Y = 0.55f + ((float)cursorpos) * 0.05f; cursor.pos.X = 0.35f + ((float)Math.Sin(gameTime.TotalGameTime.TotalMilliseconds / 100.0) * 0.005f); el_newgame.scale = 0.5f; el_options.scale = 0.5f; el_quit.scale = 0.5f; if (cursorpos == 0) { el_newgame.scale = 0.6f; if (inputMan.EnterPressed()) { switching = true; nextPage = startGamePage; } } else if (cursorpos == 1) { el_options.scale = 0.6f; if (inputMan.EnterPressed()) { //switching = true; } } else if (cursorpos == 2) { el_quit.scale = 0.6f; if (inputMan.EnterPressed()) { exit = true; } } }
public void Update(GameTime gameTime, InputManager inputMan, WorldManager worldMan) { if (currentMenu.SwitchingPages()) { currentMenu = currentMenu.GetNextPage(); } currentMenu.Update(gameTime, inputMan, worldMan); if (currentMenu.SaveGame()) { save = true; } if (currentMenu.ExitMenu()) { active = false; } if (currentMenu.ExitGame()) { quit = true; } }
public virtual void UpdateEntity(Entity e, GameTime gameTime, InputManager inputMan) { }
public static void RunEditor(InputManager input) { //Debug.WriteLine("RunEditor running: " + editor_pose_loaded + " " + editor_part_selected + " " + editor_option_selected); if (!editor_active) return; //if a pose is selected, arrow key means change current selected part if (editor_pose_loaded && !editor_part_selected) { if (input.DownPressed()) { ++editor_current_part_index; if (editor_current_part_index > selectedPose.sprites.Count - 1) { editor_current_part_index = 0; } } if (input.UpPressed()) { --editor_current_part_index; if (editor_current_part_index < 0) { editor_current_part_index = selectedPose.sprites.Count - 1; } } selectedPart = selectedPose.sprites[editor_current_part_index]; if (input.EnterPressed()) { editor_part_selected = true; } //if (input.BackspacePressed()) editor_pose_loaded = false; } else if (editor_pose_loaded && editor_part_selected && !editor_option_selected) { if (input.DownPressed()) { ++selectedOption; if (selectedOption > num_part_options) { selectedOption = 0; } } if (input.UpPressed()) { --selectedOption; if (selectedOption < 0) { selectedOption = num_part_options; } } if (input.EnterPressed()) { editor_option_selected = true; } if (input.BackspacePressed()) editor_part_selected = false; } else if (editor_pose_loaded && editor_part_selected && editor_option_selected) { if ((!input.IsUpPressed()) && (!input.IsDownPressed()) && (!input.IsLeftPressed()) && (!input.IsRightPressed())) editor_option_adjust_speed = 0.0f; else switch (selectedOption) { default: case 0: if (input.IsLeftPressed()) { selectedPart.x -= editor_option_adjust_speed; editor_option_adjust_speed += 0.1f; } if (input.IsRightPressed()) { selectedPart.x += editor_option_adjust_speed; editor_option_adjust_speed += 0.1f; } if (input.IsDownPressed()) { selectedPart.y += editor_option_adjust_speed; editor_option_adjust_speed += 0.1f; } if (input.IsUpPressed()) { selectedPart.y -= editor_option_adjust_speed; editor_option_adjust_speed += 0.1f; } break; case 1: if (input.IsDownPressed() || input.IsRightPressed()) { selectedPart.rot += editor_option_adjust_speed; editor_option_adjust_speed += 0.01f; } if (input.IsUpPressed() || input.IsLeftPressed()) { selectedPart.rot -= editor_option_adjust_speed; editor_option_adjust_speed += 0.01f; } break; case 2: if (input.IsDownPressed() || input.IsRightPressed()) { selectedPart.scale += editor_option_adjust_speed; editor_option_adjust_speed += 0.01f; } if (input.IsUpPressed() || input.IsLeftPressed()) { selectedPart.scale -= editor_option_adjust_speed; editor_option_adjust_speed += 0.01f; } break; case 3: if (input.IsDownPressed() || input.IsRightPressed()) { selectedPart.r += editor_option_adjust_speed; editor_option_adjust_speed += 0.01f; } if (input.IsUpPressed() || input.IsLeftPressed()) { selectedPart.r -= editor_option_adjust_speed; editor_option_adjust_speed += 0.01f; } break; case 4: if (input.IsDownPressed() || input.IsRightPressed()) { selectedPart.g += editor_option_adjust_speed; editor_option_adjust_speed += 0.01f; } if (input.IsUpPressed() || input.IsLeftPressed()) { selectedPart.g -= editor_option_adjust_speed; editor_option_adjust_speed += 0.01f; } break; case 5: if (input.IsDownPressed() || input.IsRightPressed()) { selectedPart.b += editor_option_adjust_speed; editor_option_adjust_speed += 0.01f; } if (input.IsUpPressed() || input.IsLeftPressed()) { selectedPart.b -= editor_option_adjust_speed; editor_option_adjust_speed += 0.01f; } break; } selectedPose.sprites[editor_current_part_index] = selectedPart; if (input.BackspacePressed()) editor_option_selected = false; if (input.EnterPressed()) { for (int i = 0; i < selectedPose.sprites.Count; ++i) { Debug.WriteLine("anim.AddSpriteInfo(" + selectedPose.sprites[i].x + "f," + selectedPose.sprites[i].y + "f," + selectedPose.sprites[i].scale + "f," + selectedPose.sprites[i].rot + "f," + selectedPose.sprites[i].r + "f," + selectedPose.sprites[i].g + "f," + selectedPose.sprites[i].b + "f);"); } //anim.AddSpriteInfo(-2f, -15f, 0.5f, 0, 0, 1f, 1f);//head } } }
// public void Update(GameTime gameTime, InputManager inputMan) { if (init) { currentLevel.Init(gameTime); init = false; } while (currentLevel.BlockPending()) { Block addedBlock = currentLevel.GetNextBlock(); blockMan.AddBlock(addedBlock); if (addedBlock.GetCollider() != null) collideMan.AddBlock(addedBlock); } while (currentLevel.EntityPending()) { Entity addedEnt = currentLevel.GetNextEntity(); entMan.AddEnt(addedEnt); } currentLevel.Update(gameTime, inputMan); entMan.Update(gameTime, inputMan, collideMan); //blockMan.Update(); //currently does nothing. here for consistancy. should collideman remember level blocks for more than a frame? collideMan.Update(gameTime); if (currentLevel.LevelEnded()) { LoadLevel(currentLevel.GetNextLevel()); } }
public override void Update(GameTime gameTime, InputManager inputMan) { //bg.rotation += gameTime.ElapsedGameTime.Milliseconds / 3000f; /* if (gameTime.TotalGameTime - prevSpawnTime >= respawnTime) { prevSpawnTime = gameTime.TotalGameTime; numPendingEntities += 1; }*/ }