public void Update_level(Hero batman, GameTime gameTime, GraphicsDeviceManager graphics1, int clp, Texture2D fireText1, SoundEffect jump, SoundEffect knife, SoundEffect fight,SoundEffect run,SoundEffect enemy, SoundEffect livePlus, SoundEffect coin, int points1) { timer += gameTime.ElapsedGameTime; if (((batman.position.X <= (float)(scrolls[0].BackRect.X + (graphics1.PreferredBackBufferWidth * 2 / 6))) && (Keyboard.GetState().IsKeyDown(Keys.Left))) || (((batman.position.X >= (float)(scrolls[scrolls.Count - 1].BackRect.X + scrolls[scrolls.Count - 1].BackRect.X - (graphics1.PreferredBackBufferWidth * 2 / 6))) && (Keyboard.GetState().IsKeyDown(Keys.Right))))) { batman.velocity.X = 0f; batman.Update(gameTime, false, plats, graphics1.PreferredBackBufferHeight, graphics1.PreferredBackBufferWidth, jump, fight, run); foreach (Enemy evil in enemies) { evil.Update(gameTime, 0, plats, graphics1.PreferredBackBufferHeight); } } else if ((batman.position.X >= ((float)(clp + (graphics1.PreferredBackBufferWidth * 4 / 6)))) && (Keyboard.GetState().IsKeyDown(Keys.Right))) { foreach (MainScroll back in scrolls) { back.update(true, clp); } foreach (Platform plat in plats) { plat.Update(true); } foreach (StaticObject bonus in BonusLives) { bonus.Update(1,graphics1,plats); } foreach (StaticObject coin1 in Coins) { coin1.Update(1, graphics1, plats); } foreach (Enemy evil in enemies) { evil.Update(gameTime, 1, plats, graphics1.PreferredBackBufferHeight); } batman.velocity.X = 0; batman.Update(gameTime, false, plats, graphics1.PreferredBackBufferHeight, graphics1.PreferredBackBufferWidth, jump, fight, run); } else if ((batman.position.X <= (float)(clp + (graphics1.PreferredBackBufferWidth * 1 / 6))) && (Keyboard.GetState().IsKeyDown(Keys.Left))) { foreach (MainScroll back in scrolls) { back.update(false, clp); } foreach (Platform plat in plats) { plat.Update(false); } foreach (StaticObject bonus in BonusLives) { bonus.Update(2, graphics1, plats); } foreach (StaticObject coin1 in Coins) { coin1.Update(2, graphics1, plats); } batman.velocity.X = 0; batman.Update(gameTime, false, plats, graphics1.PreferredBackBufferHeight, graphics1.PreferredBackBufferWidth, jump, fight, run); foreach (Enemy evil in enemies) { evil.Update(gameTime, -1, plats, graphics1.PreferredBackBufferHeight); } } else { batman.Update(gameTime, true, plats, graphics1.PreferredBackBufferHeight, graphics1.PreferredBackBufferWidth, jump, fight, run); foreach (Enemy evil in enemies) { evil.Update(gameTime, 0, plats, graphics1.PreferredBackBufferHeight); } foreach (StaticObject bonus in BonusLives) { bonus.Update(0, graphics1, plats); } foreach (StaticObject coin1 in Coins) { coin1.Update(0, graphics1, plats); } } if (Keyboard.GetState().IsKeyDown(Keys.Space) && State.IsKeyUp(Keys.Space)) { Shooting(batman, fireText1); knife.Play(); } State = Keyboard.GetState(); UpdateLaser(batman); Fight(gameTime, batman); for (int k = 0; k < enemies.Count; k++) { if (enemies[k].live < 0) { enemies.RemoveAt(k); batman.batRangs += 5; enemy.Play(); } } for (int k = 0; k < BonusLives.Count; k++) { if (batman.heroRec.Intersects(BonusLives[k].BackRect)) { livePlus.Play(); BonusLives.RemoveAt(k); batman.live += 10; } } for (int k = 0; k < Coins.Count; k++) { if (batman.heroRec.Intersects(Coins[k].BackRect)) { coin.Play(); Coins.RemoveAt(k); batman.money++; } } }