public override void Update(GameTime gameTime)
        {
            _playerRespawnTimer.Update(gameTime);


            if (_gameOver)
            {
                _gameOverTimer.Update(gameTime);
                if (_gameOverTimer.Completed)
                {
                    GameOverWaitFinished?.Invoke(this, null);
                    return;
                }
            }
            else if (_player.IsDestroyed && _playerRespawnTimer.Completed && _shotManager.ShotCount == 0 /* && _enemyManager.EnemyCount == 0*/)
            {
                //StartGame();
                SpawnPlayer();
            }

            _starField.Update(gameTime);
            _asteroidManager.Update(gameTime);
            _player.Update(gameTime);
            _shotManager.Update(gameTime);
            _enemyManager.Update(gameTime);
            _pieceExplosionManager.Update(gameTime);
            _pointExplosionManager.Update(gameTime);

            // needs to come after everything has updated as this is responsible for providing
            // input for next Update routine
            _collisionEngine.Update(gameTime);
        }
Esempio n. 2
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        /// <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)
        {
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                BringMainMenu();
            }
            //  Exit();

            // TODO: Add your update logic here

            switch (gameState)
            {
            case GameState.MainMenu:
                menuManager.Update(ref gameState, this);
                audioManager.pauseBGM();
                break;

            case GameState.Gameplay:
                sunManager.Update(gameTime, scoreManager);
                orbitManager.Update(GraphicsDevice, planetManager, audioManager);
                planetManager.Update(GraphicsDevice, gameTime);
                asteroidManager.Update(gameTime, GraphicsDevice, sunManager, scoreManager, planetManager, audioManager);
                scoreManager.Update(gameTime, sunManager, planetManager, GraphicsDevice);
                audioManager.resumeBGM();
                break;

            case GameState.Credits:
                audioManager.pauseBGM();
                break;
            }
            base.Update(gameTime);
        }
Esempio n. 3
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        public override void Update(GameTime gameTime)
        {
            if (!gameOver)
            {
                gameOver = (player.Health.Value <= 0);
                if (gameOver)
                {
                    MediaPlayer.Stop();
                }
                player.Update(gameTime);


                tunnel.Update(gameTime);
                bulletManager.Update(gameTime);
                asteroidManager.Update(gameTime);
                pgen.Update(gameTime);
                if (tunnel.getColliding(player.Position, 1.0f))
                {
                    player.damage(100);
                }

                asteroidManager.checkCollisions(gameTime);
                bulletManager.CheckCollisions(asteroidManager.AllAsteroids);

                // Update all other game components
                base.Update(gameTime);
            }
        }
 public void Update(GameTime gameTime)
 {
     playerManager.Update(gameTime);
     eventManager.Update(gameTime);
     starManager.Update(gameTime);
     itemManager.Update(gameTime);
     crateManager.Update(gameTime);
     asteroidManager.Update(gameTime);
     strandedManager.Update(gameTime);
     particleManager.Update(gameTime);
     cloudManager.Update(gameTime);
     projectileManager.Update(gameTime);
     guiManager.Update(gameTime);
     debugManager.Update(gameTime);
 }
Esempio n. 5
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        protected override void Update(GameTime gameTime)
        {
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed ||
                Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            switch (gameState)
            {
            case GameStates.TitleScreen:
                titleScreenTimer += (float)gameTime.ElapsedGameTime.TotalSeconds;
                if (titleScreenTimer >= titleScreenDelayTime)
                {
                    if ((Keyboard.GetState().IsKeyDown(Keys.Space)) ||
                        (GamePad.GetState(PlayerIndex.One).Buttons.Start == ButtonState.Pressed))
                    {
                        playerManager.LivesRemaining = playerStartingLives;
                        playerManager.PlayerScore    = 0;
                        ResetGame();
                        gameState = GameStates.Playing;
                    }
                }
                break;

            case GameStates.Playing:
                starField.Update(gameTime);
                asteroidManager.Update(gameTime);
                playerManager.Update(gameTime);
                enemyManager.Update(gameTime);
                explosionManager.Update(gameTime);
                collisionManager.CheckCollisions();

                if (playerManager.Destroyed)
                {
                    playerDeathTimer    = 0f;
                    enemyManager.Active = false;
                    playerManager.LivesRemaining--;
                    if (playerManager.LivesRemaining < 0)
                    {
                        gameState = GameStates.GameOver;
                    }
                    else
                    {
                        gameState = GameStates.PlayerDead;
                    }
                }
                break;

            case GameStates.PlayerDead:
                playerDeathTimer += (float)gameTime.ElapsedGameTime.TotalSeconds;
                starField.Update(gameTime);
                asteroidManager.Update(gameTime);
                enemyManager.Update(gameTime);
                playerManager.PlayerShotManager.Update(gameTime);
                explosionManager.Update(gameTime);
                if (playerDeathTimer >= playerDeathDelayTime)
                {
                    ResetGame();
                    gameState = GameStates.Playing;
                }
                break;

            case GameStates.GameOver:
                playerDeathTimer += (float)gameTime.ElapsedGameTime.TotalSeconds;
                starField.Update(gameTime);
                asteroidManager.Update(gameTime);
                enemyManager.Update(gameTime);
                playerManager.PlayerShotManager.Update(gameTime);
                explosionManager.Update(gameTime);
                if (playerDeathTimer >= playerDeathDelayTime)
                {
                    gameState = GameStates.TitleScreen;
                }
                break;
            }

            base.Update(gameTime);
        }