public void Update(float elapsed) { player.Update(elapsed); foreach (Block block in blocks) { block.Collide(player); } camera.Update(player.Position); foreach (Light1 light in lights) { light.Update(elapsed); } }
public void Update(float elapsed) { player.Update(elapsed); foreach (IObstacle obstacle in obstacles) { obstacle.Collide(player); } camera.Update(player); foreach (Light light in lights) { light.Update(elapsed); } }
protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } foreach (var component in levelUpdateComponenet) { component.Update(gameTime); } _camera.Update(gameTime, ref _player.Shell); base.Update(gameTime); }
/// <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) { // The active state from the last frame is now old lastMouseState = currentMouseState; // Get the mouse state relevant for this frame currentMouseState = Mouse.GetState(); // Recognize a single click of the left mouse button if (isDebugMode && lastMouseState.LeftButton == ButtonState.Released && currentMouseState.LeftButton == ButtonState.Pressed) { timesClicked++; //positions.WriteLine("EntityManager.Add(new Hitbox(world, new Vector2(" + debugBox.Position.X + ", " + debugBox.Position.Y + "), new Vector2(" + debugBox.wi + ", " + debugBox.h + ")));"); //positions.WriteLine("EntityManager.Add(new Hitbox(world, new Vector2(" + debugBox.Position.X + "f, " + debugBox.Position.Y + "f), new Vector2(" + debugBox.wi + ", " + debugBox.h +")));"); } if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } // TODO: Add your update logic here base.Update(gameTime); if (Keyboard.GetState().IsKeyDown(Keys.R) && isDebugMode) { LevelManager.ReloadLevel(); } if (Keyboard.GetState().IsKeyDown(Keys.N) && GameRoot.isDebugMode) { LevelManager.LoadNextLevel(); } // in Update() EntityManager.Update(); LevelManager.Update(); SFX.Update(); camera.Update(); world.Step((float)gameTime.ElapsedGameTime.TotalSeconds); }
/// <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) { KeyboardState state = Keyboard.GetState(); var padState = GamePad.GetState(PlayerIndex.One); var collision = new Collision(_tileArray); var colCheck = collision.CheckCollision(_player, _world); _tileArray = _world._activeRoom; var playerMoving = _player.Input(state, padState, colCheck); // TODO: Add your update logic here _world.WorldUpdate(); score++; if (playerMoving) { _player.animatedSprite.Update(); } if (_itemDrop != null) { _itemDrop.animatedSprite.Update(); } //_enemy.animatedSprite.Update(); base.Update(gameTime); //var inDistance = checkDistance(_enemy.position, _player.position); //_enemy.Walk(_player.position, inDistance); if (_itemDrop != null) { var inDistance = checkDistance(_itemDrop.position, _player.position); var pickUp = _itemDrop.PickUp(_player, inDistance); if (pickUp) { _itemDrop = null; } } _camera.Update(_player.position); }