/// <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) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) { Exit(); } if (ReadyToPlay) { ReadyToPlay = false; state = State.FleetMenu; } switch (state) { case State.MainMenu: mainMenu.Update(gameTime); break; case State.OptionsMenu: settingsMenu.Update(gameTime); break; case State.LoginMenu: loginMenu.Update(gameTime); break; case State.RegisterMenu: registerMenu.Update(gameTime); break; case State.DeckMenu: deckMenu.Update(gameTime); break; case State.GameWindow: gameWindow.Update(gameTime); break; case State.ShopMenu: shopMenu.Update(gameTime); break; case State.FleetMenu: fleetMenu.Update(gameTime); break; case State.CardsMenu: cardsMenu.Update(gameTime); break; } base.Update(gameTime); }
/// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } if (menu.getIsButtonPlayPressed()) { menuLogic.setActiveComponent(2); menu.setIsButtonPlayPressed(false); } else if (game.getIsButtonPressed()) { menuLogic.setActiveComponent(1); game.setIsButtonPressed(false); } else if (menu.getIsButtonSettingsPressed()) { menuLogic.setActiveComponent(3); menu.setIsButtonSettingsPressed(false); } else if (settings.getIsButtonBackPressed()) { menuLogic.setActiveComponent(1); settings.setIsButtonBackPressed(false); } if (menuLogic.getActiveComponent() == 1) { menu.Update(gameTime); } else if (menuLogic.getActiveComponent() == 2) { game.Update(gameTime); } else if (menuLogic.getActiveComponent() == 3) { settings.Update(gameTime); } base.Update(gameTime); }
/// <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) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } if (gamestate == Gamestate.exit) { Exit(); } else if (gamestate == Gamestate.meny) { meny.update(gameTime); } else if (gamestate == Gamestate.settings) { Settings settings = settingsMenu.Update(Keyboard.GetState(), Mouse.GetState()); debugMode = settings.debugActive; if (graphics.PreferredBackBufferWidth != settings.resolution[0] | graphics.PreferredBackBufferWidth != settings.resolution[1]) { graphics.PreferredBackBufferWidth = settings.resolution[0]; graphics.PreferredBackBufferHeight = settings.resolution[1]; graphics.ApplyChanges(); } if (settings.goBack) { gamestate = Gamestate.meny; } } // in game else if (gamestate == Gamestate.ingame) { //gör mussen synlig IsMouseVisible = true; player.PlayerUpdate(); player.Update(); // CameraControls(); //camera controls foreach (Creature creature in creatures.creatures) { creature.Update(); if (creature.canDoBattle && creature.Hitbox.Intersects(player.Hitbox)) { battleOpponent = creature; normalBattle = new NormalBattle(battle, menuBattle, healthMenuBattle, mainBattleMenu, UIList, player, nameInBattle, spriteBatch); gamestate = Gamestate.battle; } } // återställer kamran // CameraReset(); //hitdetection foreach (CollisionTiles item in map.CollisionTiles) { player.PlayerHitdetection(item, camera); camera.Update(player.position); } } //battle else if (gamestate == Gamestate.battle) { normalBattle.Update(camera, gameTime); } base.Update(gameTime); }
/// <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) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } if (ReadyToPlay) { ReadyToPlay = false; state = State.FleetMenu; } switch (state) { case State.MainMenu: mainMenu.Update(gameTime); break; case State.OptionsMenu: settingsMenu.Update(gameTime); break; case State.LoginMenu: loginMenu.Update(gameTime); break; case State.RegisterMenu: registerMenu.Update(gameTime); break; case State.DeckMenu: deckMenu.Update(gameTime); break; case State.GameWindow: gameWindow.Update(gameTime); break; case State.ShopMenu: shopMenu.Update(gameTime); break; case State.FleetMenu: fleetMenu.Update(gameTime); break; case State.CardsMenu: cardsMenu.Update(gameTime); break; } var toRemove = new List <Animation>(); animations.ForEach(p => { if (p.Update()) { toRemove.Add(p); } }); toRemove.ForEach(p => animations.Remove(p)); base.Update(gameTime); }