/// <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) { Exit(); } if (MediaPlayer.State == MediaState.Stopped) { MediaPlayer.Play(song); } if (collisionDetectionSystem.CollisionOccured) { if (count <= 0) { ResetGame(); count = 5; } count -= gameTime.ElapsedGameTime.TotalSeconds; } else { // TODO: Add your update logic here collisionDetectionSystem.Update(gameTime); physicsSystem.Update(gameTime); spawnSystem.Update(gameTime); inputSystem.Update(gameTime); scoreSystem.Update(gameTime); } base.Update(gameTime); }
//Game Logic Stuff public void Update(float deltaTime) { velZeroSystem.Update(deltaTime); timerSystem.Update(deltaTime); moveSystem.Update(deltaTime); bkgPosSystem.Update(deltaTime); pushSystem.Update(deltaTime); movPlatSystem.Update(deltaTime); scrEdgeSystem.Update(deltaTime); playerSystem.Update(deltaTime); visSystem.Update(deltaTime); grapSystem.Update(deltaTime); timedShooterSystem.Update(deltaTime); spSystem.Update(deltaTime); weapSystem.Update(deltaTime); colSystem.Update(deltaTime); gravSystem.Update(deltaTime); drawSystem.Update(deltaTime); healthSystem.Update(deltaTime); animSystem.Update(deltaTime); squishSystem.Update(deltaTime); slSystem.Update(deltaTime); switchSystem.Update(deltaTime); simpEnemySystem.Update(deltaTime); smushSystem.Update(deltaTime); signSystem.Update(deltaTime); debugSystem.Update(deltaTime); inputSystem.Update(deltaTime); }
//Game Logic Stuff public void Update(float deltaTime) { moveSystem.Update(deltaTime); colSystem.Update(deltaTime); drawSystem.Update(deltaTime); inputManSystem.Update(deltaTime); inputSystem.Update(deltaTime); protEntSystem.Update(deltaTime); }
/// <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 (!collisionDetectionSystem.CollisionOccured) { Console.WriteLine("Colliding"); } // TODO: Add your update logic here inputSystem.Update(gameTime); physicsSystem.Update(gameTime); collisionDetectionSystem.Update(gameTime); base.Update(gameTime); }