private void UpdateLevelState(GameTime gameTime) { if (darwin.isZombie() && darwin.isDarwinAlive()) { if (zTime.isTimedOut()) { gameOver = true; } else { zTime.Update(gameTime); } } KeyboardState ks = Keyboard.GetState(); checkForExitGame(ks); updateKeyHeldDown(ks); // only check for deaths if neccessary if (darwin.isDarwinAlive()) { if (!darwin.isZombie()) { checkForGameOver(firstZombie); checkForGameOver(secondZombie); checkForGameOver(thirdZombie); checkForGameOver(fourthZombie); checkForGameOver(fifthZombie); checkForGameOver(sixthZombie); } checkForGameOver(vortex); darwin.Update(gameTime, ks, board, darwin.X, darwin.Y); } stairs.Update(gameTime, darwin); firstZombie.Update(gameTime, darwin, brain); secondZombie.Update(gameTime, darwin, brain); thirdZombie.Update(gameTime, darwin, brain); fourthZombie.Update(gameTime, darwin, brain); fifthZombie.Update(gameTime, darwin, brain); sixthZombie.Update(gameTime, darwin, brain); firstSwitch.Update(gameTime, ks, darwin); brain.Update(gameTime, ks, darwin); vortex.Update(gameTime, ks); vortex.CollisionWithZombie(firstZombie); vortex.CollisionWithZombie(secondZombie); vortex.CollisionWithZombie(thirdZombie); vortex.CollisionWithZombie(fourthZombie); vortex.CollisionWithZombie(fifthZombie); vortex.CollisionWithZombie(sixthZombie); vortex.CollisionWithBO(brain, board); potion.Update(gameTime, ks, darwin, zTime); //checkForGameWin(); checkForSwitchToLevelTwo(); if (ks.IsKeyDown(Keys.H) && messageModeCounter > 10) { messageMode = true; messageModeCounter = 0; } messageModeCounter++; }