Example #1
0
 public void Update()
 {
     //PLAYING
     if (state == GameState.PLAYING)
     {
         hud.Update(this);
         player.Update(this);
         rooms[roomKey].Update(this);
         EOCol.detectCollision(rooms[roomKey].GetEnemies(), rooms[roomKey].GetBlocks());
         PWCol.detectCollision(player, rooms[roomKey].GetWallDestRect(), rooms[roomKey].GetFloorDestRect());
         EWCol.detectCollision(rooms[roomKey].GetEnemies(), rooms[roomKey].GetWallDestRect(), rooms[roomKey].GetFloorDestRect());
         PPWCol.detectCollision(rooms[roomKey].GetPlayerProjectiles(), rooms[roomKey].GetWallDestRect(), rooms[roomKey].GetFloorDestRect(), this);
         //PPBCol.detectCollision(rooms[roomKey].GetPlayerProjectiles(), rooms[roomKey].GetBlocks(), this);
         PPECol.detectCollision(rooms[roomKey].GetPlayerProjectiles(), rooms[roomKey].GetEnemies(), this, rooms[roomKey], sound);
         //EPWCol.detectCollision(rooms[roomKey].GetEnemeyProjectile(), rooms[roomKey].GetWallDestRect(), rooms[roomKey].GetFloorDestRect(), this);
         POCol.detectCollision(player, rooms[roomKey].GetItems(), rooms[roomKey].GetBlocks(), rooms[roomKey], this);
         PECol.playerEnemyDetection(player, rooms[roomKey].GetEnemies(), rooms[roomKey], sound);
         EPCol.handleEnemyProjCollision(rooms[roomKey], player);
     }
     //Item selection
     else if (state == GameState.ITEMSELECTION)
     {
         hud.Update(this);
         player.Update(this);
         itemScreen.Update(this);
     }
     //NO UPDATES FOR PAUSE OR GAME OVER
     else if (state == GameState.WIN)
     {
         player.Update(this);
     }
 }
Example #2
0
        public void Update()
        {
            //don't update when rooms are transitioning
            if (transitioner.transitioning())
            {
                return;
            }

            //PLAYING
            if (state == GameState.PLAYING)
            {
                hud.Update(this);
                player.Update(this);
                rooms[roomKey].Update(this, gameTime);
                EOCol.detectCollision(rooms[roomKey].GetEnemies(), rooms[roomKey].GetBlocks());
                PWCol.detectCollision(player, rooms[roomKey].GetWallDestRect(), rooms[roomKey].GetFloorDestRect());
                EWCol.detectCollision(rooms[roomKey].GetEnemies(), rooms[roomKey].GetWallDestRect(), rooms[roomKey].GetFloorDestRect());
                PPWCol.detectCollision(rooms[roomKey].GetPlayerProjectiles(), rooms[roomKey].GetWallDestRect(), rooms[roomKey].GetFloorDestRect(), this);
                PPECol.detectCollision(rooms[roomKey].GetPlayerProjectiles(), rooms[roomKey].GetEnemies(), this, rooms[roomKey], sound);
                PECol.playerEnemyDetection(player, rooms[roomKey].GetEnemies(), rooms[roomKey], sound);
                EPCol.handleEnemyProjCollision(rooms[roomKey], player);
                if (doorCollideCountdown <= 0)
                {
                    POCol.detectCollision(player, rooms[roomKey].GetItems(), rooms[roomKey].GetBlocks(), rooms[roomKey], this);
                }
                else
                {
                    doorCollideCountdown--;
                }
            }
            //START
            else if (state == GameState.START)
            {
                start.Update(this);
            }
            //Item selection
            else if (state == GameState.ITEMSELECTION)
            {
                hud.Update(this);
                player.Update(this);
                itemScreen.Update(this);
            }
            //NO UPDATES FOR PAUSE OR GAME OVER
            else if (state == GameState.WIN)
            {
                player.Update(this);
            }
            if (gameOverWinScreenCooldown > 0)
            {
                gameOverWinScreenCooldown = gameOverWinScreenCooldown - 1;
            }
        }