public void Update(IPlayer player) { foreach (IEnemy enemy in Enemies) { enemy.Update(); } foreach (IItem item in Items) { item.Update(); } //Debug.WriteLine("Player Location: " + Player.locationtho()); CollisionManager.Update(player, Blocks, Enemies, Items); }
/// <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)) { Exit(); } ScreenWidth = GraphicsDevice.Viewport.Width; ScreenHeight = GraphicsDevice.Viewport.Height; mouseInput.Update(); entityManager.Update(gameTime); collisionManager.Update(); componentMaster.Update(gameTime); gameMode.Update(gameTime); base.Update(gameTime); }