public void Update(GameTime gameTime) { _endGameTimer.Update(gameTime); if (_endGame) { return; } foreach (var bullet in _bullets) { bullet.Update(gameTime); } foreach (var laser in _lasers) { laser.Update(gameTime); } MoverManager.Update(); CollisionWorld.Update(gameTime); ParticleManager.Update(gameTime); _bullets.RemoveAll(b => !b.Used); }
public void Update(GameTime gameTime) { if (!EndGame() || (GameIsFinished() || TransitioningToEndGame())) { MoverManager.Update(); } if (!_ready) { return; } _cameraZoomTimer.Update(gameTime); _explosionTimer.Update(gameTime); if (_boss != null && (!EndGame() || (GameIsFinished() || TransitioningToEndGame()))) { _boss.Update(gameTime); } if (!EndGame() || (GameIsFinished() || TransitioningToEndGame())) { foreach (var bullet in _bullets) { bullet.Update(gameTime); } _bullets.RemoveAll(b => !b.Used); foreach (var laser in _lasers) { laser.Update(gameTime); } ParticleManager.Update(gameTime); } if (GameIsFinished()) { return; } _playTime += gameTime.ElapsedGameTime; if (_boss != null && _boss.IsReady() && !EndGame()) { _timer += gameTime.ElapsedGameTime; } CollisionWorld.Update(gameTime); _player.Update(gameTime); }
protected override void Update(GameTime gameTime) { var deltaSeconds = (float)gameTime.ElapsedGameTime.TotalSeconds; var keyboardState = Keyboard.GetState(); //var mouseState = Mouse.GetState(); //_mousePoint = _camera.ScreenToWorld(new Vector2(mouseState.X, mouseState.Y)).ToPoint(); // camera if (keyboardState.IsKeyDown(Keys.R)) { _camera.ZoomIn(deltaSeconds); } if (keyboardState.IsKeyDown(Keys.F)) { _camera.ZoomOut(deltaSeconds); } // zombie if (keyboardState.IsKeyDown(Keys.Left)) { _zombie.Walk(-1.0f); } if (keyboardState.IsKeyDown(Keys.Right)) { _zombie.Walk(1.0f); } if (keyboardState.IsKeyDown(Keys.Space)) { _zombie.Attack(); } if (keyboardState.IsKeyDown(Keys.Up)) { _zombie.Jump(); } if (keyboardState.IsKeyDown(Keys.Enter)) { _zombie.Die(); } // update must be called before collision detection _zombie.Update(gameTime); _world.Update(gameTime); _camera.LookAt(_zombie.Position); base.Update(gameTime); }