public void Update(GameTime gt) { endGoal.isColliding(player.PlayerRect); GameTime gameTime = gt; // takes gametime object and assigns it to gametime variable player.Update(gameTime); foreach (Gold g in gemsList) // getting the score { g.CollisionCheck(player.PlayerRect); } foreach (Enemy e in enemyList) { e.Update(gameTime); } KeyboardState keyBoardState = Keyboard.GetState(); //create a keyboard state variable to hold current keyboard state if (keyBoardState.IsKeyDown(Keys.P) && lastState.IsKeyDown(Keys.P)) { gameState.PauseGame(game, this); } if (keyBoardState.IsKeyDown(Keys.G) && lastState.IsKeyDown(Keys.G)) { gameState.EndGame(levelFile); } /*if (keyBoardState.IsKeyDown(Keys.K) && lastState.IsKeyUp(Keys.K)) * { * MoveDown(5); * } * if (keyBoardState.IsKeyDown(Keys.I) && lastState.IsKeyUp(Keys.I)) * { * MoveUp(-5); * }*/ this.MoveScreen(gameTime); /*if (player.PlayerRect.Y <= 20) * { * MoveDown((game.screenHeight/2)); * }*/ if (player.PlayerRect.Y >= (game.screenHeight)) { gameState.EndGame(levelFile); } lastState = keyBoardState; // assigns current keyboard state to the last keyboard state }
public void isColliding(Rectangle pos) { // if ((pos.X > xPostion && pos.X < xPostion + width / 2) && (pos.Y > yPostion - height && pos.Y < yPostion + height)) { if (Music.canPlay) { game.goalS.Play(); } save.UnlockNextLvl(save.ReadUnlock()); save.UpdateFile(); save.newHighScore(gameScreen.LevelName, gameScreen.Score); save.UpdateHighScore(); state.EndGame(ls.CurrentLevel); // have the next level unlocked } }