public override void Update() { Camera.Follow(player.Position); if (player.Dead) { SceneManager.CurrentScene = SceneManager.gameOverScene; SoundManager.playerDie.Play(); } if (Input.KeyWasJustPressed(Microsoft.Xna.Framework.Input.Keys.Escape)) { SceneManager.CurrentScene = SceneManager.pauseScene; } foreach (Chunk c in Map.chunks) { if (player.DistanceSquared(c.Center) < Math.Pow(MAXSPAWNDIST, 2) && player.DistanceSquared(c.Center) > Math.Pow(MINSPAWNDIST, 2)) { c.SpawnZombie(objects); } } EnemyInvetoryRenderer.Init(); base.Update(); EnemyInvetoryRenderer.Update(); player.InventoryUpdate(); }
public override void Draw(SpriteBatch spriteBatch) { Map.Draw(spriteBatch); base.Draw(spriteBatch); EnemyInvetoryRenderer.Draw(spriteBatch); }