internal Game() { _player = new Player(); _currentScene = CrossRoad.Generate(_currentStage, _player); _testValue = new LevelValue <double>(1000); _testValue.Current = 0; _testBar4 = new ProgressBar(_testValue, new Point(10, 51), 90, Color.WhiteSmoke); _testBar = new ProgressBar(_testValue, new Point(10, 45), 10, Color.BlueViolet); _testBar2 = new ProgressBar(_testValue, new Point(10, 47), 20, Color.RosyBrown); _testBar3 = new ProgressBar(_testValue, new Point(10, 49), 60, Color.GreenYellow); }
public void OnUpdate([NotNull] GameTime gameTime) { Global.CurrentScreen.Clear(); _testValue.Current += 5; _testBar.OnUpdate(gameTime); _testBar2.OnUpdate(gameTime); _testBar3.OnUpdate(gameTime); _testBar4.OnUpdate(gameTime); if (Math.Abs(_testValue.Current - _testValue.Maximum) < 0.0001) { _testValue.Current = 0; } if (!_currentScene.IsCompleted) { _currentScene.OnUpdate(gameTime); } else { _currentScene = CrossRoad.Generate(_currentStage++, _player); } }