public override void Update(GameTime gameTime) { var keystate = Keyboard.GetState(); if (_collectorOrbs.Count < 5) { GenerateCollectors(5 - _collectorOrbs.Count); } _player.Update(gameTime); foreach (var orb in _collectorOrbs) { orb.Update(gameTime, _player); } _collectorOrbs = _collectorOrbs.Where(o => !o.IsFinished).ToList(); _countdown -= gameTime.ElapsedGameTime; if (_countdown.TotalMilliseconds <= 0) { TriggerEnd("Time is up", Color.Gray); } if (keystate.IsKeyUp(Keys.P) && _oldState.IsKeyDown(Keys.P)) { Finished = true; NextState = new MainMenuState(game); } _oldState = keystate; }
public override void Update(GameTime gameTime) { var keyState = Keyboard.GetState(); if (_oldState.IsKeyDown(Keys.Space) && keyState.IsKeyUp(Keys.Space) || _oldState.IsKeyDown(Keys.Enter) && keyState.IsKeyUp(Keys.Enter)) { NextState = new MainMenuState(game); Finished = true; } _oldState = keyState; }
public override void Update(GameTime gameTime) { switch (_currentState) { case InitStateState.FirstRun: var task = new Task(Load); _currentState = InitStateState.Loading; task.Start(); return; case InitStateState.Loading: _animationTimeCounter += gameTime.ElapsedGameTime.Milliseconds; if (_animationTimeCounter >= 500) { _animationText += "."; _animationTimeCounter = 0f; } if (_animationText.Length > 3) { _animationText = ""; } _pulseTime += (float)gameTime.ElapsedGameTime.TotalSeconds; break; case InitStateState.Done: NextState = new MainMenuState(game); Finished = true; break; } }