public override void Update() { // Add your update below this line: ---------------------------- //----------------------------------------------------------- // Sound Update - place here: //----------------------------------------------------------- //--------------------------------------------------------------------------------------------------------- // Font Experiment //--------------------------------------------------------------------------------------------------------- Font pTestMessage = FontMan.Find(Font.Name.TestMessage); Debug.Assert(pTestMessage != null); pTestMessage.UpdateMessage("dog " + count++); // walk through all objects and push to proxy GameObjectMan.Update(); // Do the collision checks ColPairMan.Process(); //----------------------------------------------------------- // Sound Experiments //----------------------------------------------------------- // Adjust music theme volume Sound tmpSnd = SoundMan.Find(Sound.Name.Snd_Theme); float vol = tmpSnd.GetVolume(); if (vol > 0.30f) { vol_delta = -0.002f; } else if (vol < 0.00f) { vol_delta = 0.002f; } tmpSnd.SetVolume(vol + vol_delta); InputMan.Update(); // Load by file missileCount++; if (missileCount == 200) { missileCount = 0; // play one by file, not by load SoundMan.Play(Sound.Name.Snd_Shoot); } //// Trigger already loaded sounds //if (pMissile.y > 500.0f || pMissile.y < 100.0f) //{ // pMissile.speed *= -1.0f; // switch (count%4) // { // case 0: // SoundMan.Play(Sound.Name.Snd_HitWall); // break; // case 1: // SoundMan.Play(Sound.Name.Snd_Explosion); // break; // case 2: // SoundMan.Play(Sound.Name.Snd_UFO1); // break; // case 3: // SoundMan.Play(Sound.Name.Snd_UFO2); // break; // default: // Debug.Assert(false); // break; // } //} // Fire off the timer events TimerMan.Update(this.GetTime()); GameObjectMan.Update(); //Debug.WriteLine("\n------------------------------------"); ColPairMan.Process(); }