protected override void Update(GameTime gameTime) { playerManager.Update(gameTime); enemySpriteManager.Update(gameTime); chargeBar.Update(gameTime); //repairPowerup.Update(gameTime); //Debug if (GamePad.GetState(PlayerIndex.One).Buttons.LeftStick == ButtonState.Pressed) { //Reset the pawn manager to redisplay all of the pawns foreach (Pawn p in enemySpriteManager.spriteList) { p.ResetAttributes(); } } // Check collision status for players for (int i = 0; i < playerManager.playerList.Count; i++) { if (playerManager.playerList[i].isPlayerActive) { checkCollision(playerManager.playerList[i]); } } base.Update(gameTime); }
/// <summary> /// Updates the state of the game. This method checks the GameScreen.IsActive /// property, so the game will stop updating when the pause menu is active, /// or if you tab away to a different application. /// </summary> public override void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) { base.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen); // if this screen is leaving, then stop the music if (IsExiting) { //audio.StopMusic(); } else if ((otherScreenHasFocus == true) || (coveredByOtherScreen == true)) { // make sure nobody's controller is vibrating for (int i = 0; i < 4; i++) { GamePad.SetVibration((PlayerIndex)i, 0f, 0f); } if (gameOver == false) { } } else { // check for a winner if (gameOver == false) { } // update the world if (gameOver == false) { playerManager.Update(gameTime); enemySpriteManager.Update(gameTime); chargeBar.Update(gameTime); //repairPowerup.Update(gameTime); powerupManager.Update(gameTime); //Debug if (GamePad.GetState(PlayerIndex.One).Buttons.LeftStick == ButtonState.Pressed) { //Reset the pawn manager to redisplay all of the pawns foreach (Pawn p in enemySpriteManager.spriteList) { p.ResetAttributes(); } } // Check collision status for players for (int i = 0; i < playerManager.playerList.Count; i++) { if (playerManager.playerList[i].isPlayerActive) { checkCollision(playerManager.playerList[i]); } } } } }