public void Update(float deltaTime)
 {
     parallax.Update(deltaTime);
 }
Beispiel #2
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        /// <summary>
        /// Allows the game 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>
        protected override void Update(GameTime gameTime)
        {
            switch (gameState)
            {
            case GameState.Main:
                KeyboardState currKeyState = Keyboard.GetState();
                menuBackSong.Play();
                if (currKeyState.IsKeyDown(Keys.Enter))
                {
                    menuBackSong.Stop();          //Stops the background music in the main menu.
                    inGameBackSong.Play();        //Plays the in game music.
                    startSound.Play();            //A sound effect plays telling the game has started.
                    gameState = GameState.InGame; //Switching game states.
                }
                else if (currKeyState.IsKeyDown(Keys.H))
                {
                    gameState = GameState.How;
                }
                break;

            case GameState.How:
                KeyboardState KeyState = Keyboard.GetState();
                if (KeyState.IsKeyDown(Keys.Escape))
                {
                    gameState = GameState.Main;
                }
                break;

            case GameState.InGame:
                //Update each part of the game.
                UpdateInput();

                UpdateTimer(gameTime);

                UpdateDifficulty(gameTime);

                background.Update(gameTime);

                UpdatePlayer(gameTime);

                UpdatePlatforms(gameTime);

                UpdateBullets(gameTime);

                UpdateAsteroids(gameTime);

                UpdatePowerDownUps(gameTime);
                break;

            case GameState.Lose:
                KeyboardState currentKeyState = Keyboard.GetState();
                if (currentKeyState.IsKeyDown(Keys.Enter))
                {
                    Initialize();     //Reset everything to their default values.
                    gameState = GameState.InGame;
                }
                break;

            default:
                break;
            }
            base.Update(gameTime);
        }