Ejemplo n.º 1
0
        /// <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)
        {
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            // TODO: Add your update logic here
            if (state == "StartScreen")
            {
                StartButton.Update(gameTime);
            }
            else if (state == "Menu")
            {
                Stage1Button.Update(gameTime);
                Stage2Button.Update(gameTime);
                Stage3Button.Update(gameTime);
            }
            else if (state == "Stage1")
            {
                waveManeger.Update(gameTime);
                player.Update(gameTime, waveManeger.Enemies);
                arrowButton.Update(gameTime);
                slowButton.Update(gameTime);
                snipeButton.Update(gameTime);
            }
            else if (state == "Stage2")
            {
                waveManeger2.Update(gameTime);
                player.Update(gameTime, waveManeger.Enemies);
                arrowButton.Update(gameTime);
                slowButton.Update(gameTime);
                snipeButton.Update(gameTime);
            }
            else
            {
                waveManeger.Update(gameTime);
                player.Update(gameTime, waveManeger.Enemies);
                arrowButton.Update(gameTime);
                slowButton.Update(gameTime);
                snipeButton.Update(gameTime);
            }


            base.Update(gameTime);
        }
Ejemplo n.º 2
0
        /// <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)
        {
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            // TODO: Add your update logic here

            waveManeger.Update(gameTime);
            player.Update(gameTime, waveManeger.Enemies);
            base.Update(gameTime);

            base.Update(gameTime);
        }