Files
stride/samples/Games/JumpyJet/JumpyJet.Game/PipesScript.cs
T
Jeremy Pritts 765c7fb89c Update templates and sample code to better support pausing (#3355)
Samples and templates: gameplay follows the time factor, camera and UI don't

Timers, cooldowns, speeds and animation now use UpdateTime.WarpElapsed, so they
stop when Factor is 0, like physics and particles already did. Camera, input and
UI keep UpdateTime.Elapsed.

The animation scripts also read UpdateTime instead of DrawTime, which is the
clock the engine's own animation system uses.

Removes the unused BasicCameraController from ThirdPersonPlatformer.
2026-09-20 18:12:17 +09:00

111 lines
3.9 KiB
C#

// Copyright (c) .NET Foundation and Contributors (https://dotnetfoundation.org/ & https://stride3d.net) and Silicon Studio Corp. (https://www.siliconstudio.co.jp)
// Distributed under the MIT license. See the LICENSE.md file in the project root for more information.
using System;
using System.Collections.Generic;
using Stride.Core.Mathematics;
using Stride.Core.Serialization;
using Stride.Engine;
using Stride.Engine.Events;
namespace JumpyJet
{
/// <summary>
/// The script in charge of creating and updating the pipes.
/// </summary>
public class PipesScript : SyncScript
{
private const float GapBetweenPipe = 4f;
private const float StartPipePosition = 4f;
private EventReceiver gameOverListener = new EventReceiver(GameGlobals.GameOverEventKey);
private EventReceiver gameResetListener = new EventReceiver(GameGlobals.GameResetEventKey);
private EventReceiver gameStartedListener = new EventReceiver(GameGlobals.GameStartedEventKey);
private readonly List<Entity> pipeSets = new List<Entity>();
private bool isScrolling;
private readonly Random random = new Random();
private float sceneWidth;
// The width of pipe prefab
private float pipeOvervaluedWidth = 1f;
public UrlReference<Prefab> PipePrefabUrl { get; set; }
public override void Start()
{
var pipeSetPrefab = Content.Load(PipePrefabUrl);
// Create PipeSets
sceneWidth = GameGlobals.GamePixelToUnitScale * GraphicsDevice.Presenter.BackBuffer.Width;
var numberOfPipes = (int)Math.Ceiling((sceneWidth + 2 * pipeOvervaluedWidth) / GapBetweenPipe);
for (int i = 0; i < numberOfPipes; i++)
{
var pipeSet = pipeSetPrefab.Instantiate()[0];
pipeSets.Add(pipeSet);
Entity.AddChild(pipeSet);
}
// Reset the position of the PipeSets
Reset();
}
public override void Update()
{
if (gameOverListener.TryReceive())
isScrolling = false;
if (gameStartedListener.TryReceive())
isScrolling = true;
if (gameResetListener.TryReceive())
Reset();
if (!isScrolling)
return;
var elapsedTime = (float)Game.UpdateTime.WarpElapsed.TotalSeconds;
for (int i = 0; i < pipeSets.Count; i++)
{
var pipeSetTransform = pipeSets[i].Transform;
// update the position of the pipe
pipeSetTransform.Position -= new Vector3(elapsedTime * GameGlobals.GameSpeed, 0, 0);
// move the pipe to the end of screen if not visible anymore
if (pipeSetTransform.Position.X + pipeOvervaluedWidth / 2 < -sceneWidth / 2)
{
// When a pipe is determined to be reset,
// get its next position by adding an offset to the position
// of a pipe which index is before itself.
var prevPipeSetIndex = (i - 1 + pipeSets.Count) % pipeSets.Count;
var nextPosX = pipeSets[prevPipeSetIndex].Transform.Position.X + GapBetweenPipe;
pipeSetTransform.Position = new Vector3(nextPosX, GetPipeRandomYPosition(), 0);
}
}
}
private float GetPipeRandomYPosition()
{
return GameGlobals.GamePixelToUnitScale * random.Next(50, 225);
}
private void Reset()
{
for (var i = 0; i < pipeSets.Count; ++i)
pipeSets[i].Transform.Position = new Vector3(StartPipePosition + i * GapBetweenPipe, GetPipeRandomYPosition(), 0);
}
public override void Cancel()
{
// remove all the children pipes.
Entity.Transform.Children.Clear();
}
}
}