protected override void Update(GameTime gameTime) { if (started) { if (!player.alive) { Platform.z_position = 0; Platform.last_platform = new int[, ] { { -1, 0 }, { -1, 0 }, { -1, 0 }, { -1, 0 }, { -1, 0 } }; Platform.next_platform = new int[, ] { { 1, 0 }, { 1, 0 }, { 1, 0 }, { 1, 0 }, { 1, 0 } }; Platform.standing_platform = null; Platform.next_standing_platform = null; SetGameObjects(); started = false; mainPage.EndGame(score); } else { lightManager.Update(); keyboardState = keyboardManager.GetState(); flushAddedAndRemovedGameObjects(); // pass gameTime to let camera move along camera.Update(gameTime, player.pos); accelerometerReading = input.accelerometer.GetCurrentReading(); for (int i = 0; i < gameObjects.Count; i++) { gameObjects[i].Update(gameTime); } // Update score board on the game page mainPage.UpdateScore(score); // Update camera and player position for testing mainPage.DisplayCameraPlayerPos(camera.Position, camera.cameraPos, player.pos, player.max_speed); mainPage.UpdateShootButton(player.fireOn); if (keyboardState.IsKeyDown(Keys.Escape)) { this.Exit(); this.Dispose(); App.Current.Exit(); } // Handle base.Update } } base.Update(gameTime); }
protected override void Update(GameTime gameTime) { if (started && !paused) { keyboardState = keyboardManager.GetState(); flushAddedAndRemovedGameObjects(); if (tilt) { accelerometerReading = input.accelerometer.GetCurrentReading(); } camera.Update(); light.Update(gameTime); for (int i = 0; i < gameObjects.Count; i++) { gameObjects[i].Update(gameTime); } mainPage.UpdateScore(score1, score2); if (score1 >= winScore) { mainPage.GameOverPage(1); } if (score2 >= winScore) { mainPage.GameOverPage(2); } if (keyboardState.IsKeyDown(Keys.Escape)) { this.Exit(); this.Dispose(); App.Current.Exit(); } // Handle base.Update } base.Update(gameTime); }