// UPDATE BEGIN<=============================================================== protected override void Update(GameTime gameTime) { var aliveMonsters = (Monster.enemies.FindAll(en => !en.Dead)); KeyboardState keys = Keyboard.GetState(); if (aliveMonsters.Count == 0) { winScreenOn = true; if (keys.IsKeyDown(Keys.Enter)) { foreach (Monster en in Monster.enemies) { en.Update(gameTime, player.Pos); } winScreenOn = false; endScreenOn = false; player.Health = +5; } } //++++++++++++++++++++++++STARTSCREEN+++++++++++++++++++++++ if (startScreenOn || endScreenOn) { if (keys.IsKeyDown(Keys.Enter)) { startScreenOn = false; MediaPlayer.IsMuted = true; } } if (player.Health <= 0) { endScreenOn = true; if (keys.IsKeyDown(Keys.Enter)) { endScreenOn = false; player.Health = +5; } } if (startScreenOn == false && endScreenOn == false) { elapsed += (float)gameTime.ElapsedGameTime.TotalMilliseconds; if (elapsed >= delay) { if (frames >= 3) { frames = 0; } else { frames++; } elapsed = 0; } sourceRect = new Rectangle(96 * frames, 0, 96, 96); if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } if (player.Health > 0) { player.Update(gameTime); } playerCam.LookAt(player.Pos); foreach (Shooting bullet in Shooting.bullets) { bullet.Update(gameTime); } foreach (Monster en in Monster.enemies) { en.Update(gameTime, player.Pos); } foreach (Shooting bullet in Shooting.bullets) { foreach (Monster en in Monster.enemies) { int sum = bullet.Radius + en.Rad; if (Vector2.Distance(bullet.Position, en.Pos) < sum) { bullet.Collision = true; en.Health--; } } // Collision between bullet and the obstacles if (Obstacle._collided(bullet.Position, bullet.Radius)) { bullet.Collision = true; } } foreach (Monster en in Monster.enemies) { int sum = player.Rad + en.Rad; if (Vector2.Distance(player.Pos, en.Pos) < sum && player.Healthdelay <= 0) { player.Health--; player.Healthdelay = 1.5f; } } Shooting.bullets.RemoveAll(p => p.Collision); Monster.enemies.RemoveAll(e => e.Health <= 0); base.Update(gameTime); } //++++++++++++++++++++++++STARTSCREEN+++++++++++++++++++++++ }
public void Update(GameTime gt) { KeyboardState currentKeyState = Keyboard.GetState(); float dt = (float)gt.ElapsedGameTime.TotalSeconds; anim = animations[(int)direction]; if (healthDelay > 0) { healthDelay -= dt; } if (isWalking) { anim.Update(gt); } else { anim.setFrame(1); } isWalking = false; if (currentKeyState.IsKeyDown(Keys.Right)) { direction = Dir.Right; isWalking = true; } if (currentKeyState.IsKeyDown(Keys.Left)) { direction = Dir.Left; isWalking = true; } if (currentKeyState.IsKeyDown(Keys.Up)) { direction = Dir.Up; isWalking = true; } if (currentKeyState.IsKeyDown(Keys.Down)) { direction = Dir.Down; isWalking = true; } if (isWalking) { Vector2 tempPos = pos; switch (direction) { case Dir.Right: tempPos.X += speed * dt; if (!Obstacle._collided(tempPos, rad)) { pos.X += speed * dt; } break; case Dir.Left: tempPos.X -= speed * dt; if (!Obstacle._collided(tempPos, rad)) { pos.X -= speed * dt; } break; case Dir.Down: tempPos.Y += speed * dt; if (!Obstacle._collided(tempPos, rad)) { pos.Y += speed * dt; } break; case Dir.Up: tempPos.Y -= speed * dt; if (!Obstacle._collided(tempPos, rad)) { pos.Y -= speed * dt; } break; default: break; } } if (currentKeyState.IsKeyDown(Keys.Space) && previousKeyState.IsKeyUp(Keys.Space)) { Shooting.bullets.Add(new Shooting(pos, direction)); } previousKeyState = currentKeyState; }