protected void UpdateGame(float es_) { dist.Update(es_); if (gameState == GameState.Dead && dist.Complete()) { inven.LoseItem(); ParticleSystem.CreateInstance(new Vector2(16, 48), "appear", true, 0.23f); dist.Reset(); } easeIn.Update(es_); if (easeIn.Complete()) { easeIn.Stop(); } if (gameState != GameState.TransitionG) { Vector2 input = Vector2.Zero; if (gameState == GameState.Game) { if (ipp.Pressed("w") || ipp.Pressed("up")) { input.Y -= 1; } if (ipp.Pressed("s") || ipp.Pressed("down")) { input.Y += 1; } if (ipp.JustPressed("d") || ipp.JustPressed("right")) { input.X = 1; } } player.Input(input); player.Move(); EntityCollection.MoveGroup("enemies"); player.MultMov(es_); EntityCollection.MultMovGroup("enemies", es_); HandleCollisions(); player.Update(es_); EntityCollection.UpdateGroup("enemies", es_); EntityCollection.UpdateGroup("pickups", es_); } ParticleSystem.UpdateAll(es_); ts.Update(es_, player.pos.X - 32); inven.Update(es_); EntityCollection.RecycleAll(); }