/// <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 (Keyboard.GetState().IsKeyDown(Keys.Escape)) { this.Exit(); } // TODO: Add your update logic here TheProjectileManager.Update(Areas.Locations[0].Width, Areas.Locations[0].Height, Areas.Locations[0].Zones, Areas.Locations[0].Enemies, Areas.Locations[0].ObjectZones); TheMainCharacter.Move(); TheMainCharacter.BoundsCheck(TheCamera, Areas.Locations[0].Width, Areas.Locations[0].Height); Areas.Locations[0].Update(TheCamera); TheMainCharacter.ObjectCollisions(Areas.Locations[0], TheCamera); TheMainCharacter.EnemyCollisions(Areas.Locations[0], TheCamera); TheMainCharacter.UpdateBox(); TheCursor.SetMouse(TheMainCharacter, TheProjectileManager, gameTime); TheMainCharacter.Aim(gameTime); base.Update(gameTime); }