public Sounds(Game game, GameMode gameMode) : base(game) { this.gameMode = gameMode; // TODO: Construct any child components here prevLens = gameMode.ActiveLens; }
public Stalker(Game1 game, GameMode gm) : base(game) { // TODO: Construct any child components here Size = Vector3.One/4; Position = Vector3.Zero; _gameMode = gm; prevLens = gm.ActiveLens; }
/// <summary> /// Allows the component 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> public override void Update(GameTime gameTime) { // TODO: Add your update logic here Player player = _gameMode.Player; float distToPlayer = _maxDist; if (_gameMode.ActiveLens != null) { distToPlayer *= _gameMode.ActiveLens.Health; if(_gameMode.ActiveLens.Health <= 0) { _gameMode.lives -= 1; } if(_gameMode.ActiveLens != prevLens) { angToPlayer = 180; prevLens = _gameMode.ActiveLens; } angToPlayer += 2/_gameMode.ActiveLens.Health; } Position = player.Position + new Vector3((float) Math.Cos(MathHelper.ToRadians(player.yAng+angToPlayer)), 0, (float) Math.Sin(MathHelper.ToRadians(player.yAng+angToPlayer)))*distToPlayer; //float idealAng = (float)random.Next(0, 360); base.Update(gameTime); }
/// <summary> /// Allows the game component to update itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> public override void Update(GameTime gameTime) { // TODO: Add your update code here Lens currentLens = gameMode.ActiveLens; if (currentLens != prevLens) { transition.Play(); if (currentLens is RedLens) { MediaPlayer.Play(red); activeSong = red; } else if (currentLens is GreenLens) { MediaPlayer.Play(green); activeSong = green; } else if (currentLens is BlueLens) { MediaPlayer.Play(blue); activeSong = blue; } else { MediaPlayer.Play(white); activeSong = white; } } prevLens = currentLens; base.Update(gameTime); }