Example #1
0
File: Main.cs Project: 8bitbass/EMP
        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);
            // TODO: Add your drawing code here

            spriteBatch.Begin();

            StaticEnemyLifetimeManager.Draw(spriteBatch);

            spriteBatch.End();

            base.Draw(gameTime);
        }
Example #2
0
File: Main.cs Project: 8bitbass/EMP
        /// <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

            StaticEnemyLifetimeManager.SpawnEnemy(test, new Vector2(100, 100));
            StaticEnemyLifetimeManager.Update();

            base.Update(gameTime);
        }