Example #1
0
 public bool GameOverFunc()
 {
     _state          = GameStates.PostGame;
     _background     = new MainBackground();
     _postGameScreen = new PostGameScreen();
     return(true);
 }
Example #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)
        {
            try
            {
                InputService.Update(gameTime);
                _background?.Update(gameTime);
                switch (_state)
                {
                case GameStates.MainMenu:
                    _mainMenu.Update();
                    break;

                case GameStates.GameSetup:
                    _gameSetup.Update();
                    break;

                case GameStates.Game:
                    _players.ForEach(p => p.Update(gameTime));
                    Globals.GameState.Update(gameTime);
                    if (Level.TimeRemaining <= TimeSpan.Zero && !Globals.GameState.Enemies.Any(e => e.IsSpawnedEnemy))
                    {
                        _state              = GameStates.Intermission;
                        _background         = new MainBackground();
                        _intermissionScreen = new IntermissionScreen();
                        Level.LevelComplete();
                    }
                    break;

                case GameStates.Intermission:
                    _intermissionScreen.Update();
                    if (_intermissionScreen.Ready)
                    {
                        _intermissionScreen = null;
                        _background         = null;
                        _state = GameStates.Game;
                        Level.StartLevel();
                    }
                    return;

                case GameStates.PostGame:
                    _postGameScreen.Update();
                    if (_postGameScreen.Ready)
                    {
                        _postGameScreen = null;
                        _state          = GameStates.MainMenu;
                        _players.ForEach(p => p.GameOver());
                        Globals.GameState = new GameState(_players);
                        _mainMenu         = new MainMenu(SetupGameFunc);
                    }
                    return;
                }
                base.Update(gameTime);
            }
            catch (Exception e)
            {
                var a = 5;
            }
        }