public override void Update(GameTime gameTime) { gameMaster.Update(gameTime, player, map); UpdateSessionData(); if (!gameMaster.isActive) { foreach (Sprite sprite in _sprites) { sprite.Update(gameTime, player, map, movableItems); } map.Update(gameTime); _camera.Follow(ghostSprite, !isLightShader); foreach (var paralax in _paralaxes) { paralax.Update(ghostSprite, graphics); } foreach (Item item in _items) { item.Update(gameTime, player, map); } foreach (MovableItem item in movableItems) { item.Update(gameTime, player, map, movableItems); } List <FallableObject> newFallableList = new List <FallableObject>(); foreach (FallableObject item in fallableObjects) { item.Update(gameTime, player, map); if (!item.isOnGround) { newFallableList.Add(item); } } fallableObjects = newFallableList; foreach (CheckPoint checkPoint in _checkpoints) { if ((checkPoint.isChecked) & (!checkPoint.wasChecked)) { spawnPoint = new Vector2(checkPoint.rectangle.X, checkPoint.rectangle.Y - 50); } } foreach (Spring tmp in springs) { tmp.Update(gameTime, player, map); } gameUI.Update(gameTime); CheckEndLevel(); } }
public void Update() { GameNet.Main.MainUpdate(); GameNet.GameBattle.BattleUpdate(); GameUI.Update(); mCurrentState.Update(); GameBase.UpdateAll(); AudioManager.Instance.UpdateSoundSource(); }
/// <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) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) { this.Exit(); } HandledEvent(); // TODO: Add your update logic here MouseEvent.Instance.Update(); KeyboardEvent.Instance.Update(); gameUI.Update(gameTime); base.Update(gameTime); }
public override void Update(GameTime gameTime) { UI.Update(gameTime); Input.Update(gameTime); UI.PostUpdate(gameTime); }