public void Update(GameTime gameTime) { StarFactory.Update(gameTime, _tunnel, Scene, _player); BombFactory.Update(gameTime, _tunnel, Scene, _player); ExplosionParticles.Update(gameTime); FireParticles.Update(gameTime); SmokeParticles.Update(gameTime); StarsParticles.Update(gameTime); }
public void DrawParticles(GameTime gametime) { SmokeParticles.SetCamera(_camera.View, _camera.Projection); SmokeParticles.Draw(gametime); ExplosionParticles.SetCamera(_camera.View, _camera.Projection); ExplosionParticles.Draw(gametime); FireParticles.SetCamera(_camera.View, _camera.Projection); FireParticles.Draw(gametime); StarsParticles.SetCamera(_camera.View, _camera.Projection); StarsParticles.Draw(gametime); }
public void Update(GameTime gameTime) { StarFactory.Update(gameTime, _tunnel, Scene, _player); BombFactory.Update(gameTime, _tunnel, Scene, _player); // Log the position for the analysis LoopGame.Instance.GameObjects.TryUpdate("PlayerPosition", new Vector3(_player.Angle, Globals.Lives, Globals.TotalScore)); ExplosionParticles.Update(gameTime); FireParticles.Update(gameTime); SmokeParticles.Update(gameTime); StarsParticles.Update(gameTime); }