/// <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) { GameStateMachine.Instance.Update(gameTime); camera.Update(gameTime); playerOneController.Update(); if (!Level.Instance.IsOnePlayer) { //playerTwoController.Update(); } background.Update(); base.Update(gameTime); }
protected override void Update(GameTime gameTime) { switch (_currentGameState) { case GameState.STARTSCREEN: CheckGameState(_menuManager.Update(gameTime, _currentGameState.ToString())); break; case GameState.MAINMENU: _camera.SetPosition(new Vector2(400, 240)); CheckGameState(_menuManager.Update(gameTime, _currentGameState.ToString())); break; case GameState.OPTIONSMENU: _camera.SetPosition(new Vector2(400, 240)); CheckGameState(_menuManager.Update(gameTime, _currentGameState.ToString())); break; case GameState.HIGHSCORE: _camera.SetPosition(new Vector2(400, 240)); CheckGameState(_menuManager.Update(gameTime, _currentGameState.ToString())); break; case GameState.LOADMENU: _camera.SetPosition(new Vector2(400, 240)); CheckGameState(_menuManager.Update(gameTime, _currentGameState.ToString())); break; case GameState.MAPEDIT: _camera.SetPosition(_mapEditor.CameraMovement()); CheckGameState(_mapEditor.Update()); break; case GameState.CREDIT: _camera.SetPosition(new Vector2(400, 240)); CheckGameState(_menuManager.Update(gameTime, _currentGameState.ToString())); break; case GameState.PLAYING: _camera.SetPosition(_gameManager._player._location); CheckGameState(_gameManager.Update(gameTime)); _background.Update(); //reuires a value to say if its moving left or right or standing still break; case GameState.PAUSE: _camera.SetPosition(new Vector2(400, 240)); CheckGameState(_menuManager.Update(gameTime, _currentGameState.ToString())); break; case GameState.ENDSCREEN: _camera.SetPosition(new Vector2(400, 240)); CheckGameState(_menuManager.Update(gameTime, _currentGameState.ToString())); break; case GameState.QUIT: Exit(); break; } base.Update(gameTime); }