internal void Update() { this.Hero.Update(Terrain); this.Manager.GenerateZombie(Hero); this.Manager.GenerateGolem(Hero); this.Manager.UpdateEnemies(Terrain); this.Manager.CollideWithHero(Hero); this.Hero.Projectiles.ShootEnemies(this.Manager.Enemies); this.Hero.Projectiles.UpdateProjectiles(); int x = Hero.X + ImageSelector.IMAGE_WIDTH / 2; int y = Hero.Y + ImageSelector.IMAGE_HEIGHT / 2; //check for tile upgrade Tile upgrade = Terrain.GetUpgrade(); if (x > upgrade.X && x < upgrade.X + ImageSelector.IMAGE_WIDTH && y > upgrade.Y && y < upgrade.Y + ImageSelector.IMAGE_HEIGHT) { Hero.IsUpgraded = true; } //check for end of game Tile end = Terrain.GetEnd(); if (x > end.X && x < end.X + ImageSelector.IMAGE_WIDTH && y > end.Y && y < end.Y + ImageSelector.IMAGE_HEIGHT) { MessageBox.Show("Congrats You Win!"); } }
internal void Update() { this.Hero.Update(Terrain); this.Manager.GenerateEnemy(Hero); this.Manager.UpdateEnemies(Terrain); this.Manager.CollideWithHero(Hero); this.Hero.ShootEnemies(this.Manager.Enemies); // Check for end of game Tile end = Terrain.GetEnd(); int x = Hero.X + ImageSelector.IMAGE_WIDTH / 2; int y = Hero.Y + ImageSelector.IMAGE_HEIGHT / 2; if (x > end.X && x < end.X + ImageSelector.IMAGE_WIDTH && y > end.Y && y < end.Y + ImageSelector.IMAGE_HEIGHT) { MessageBox.Show("Congrats! You win!"); } }