//----------------------------------------------------------------------------- // Game::Update() // Called once per frame, update data, tranformations, etc // Use this function to control process order // Input, AI, Physics, Animation, and Graphics //----------------------------------------------------------------------------- public override void Update() { // Sound Engine update - keeps everything moving and updating smoothly SoundEngineManager.GetSoundEngine().Update(); // Input InputManager.Update(); // Fire off the timer events TimerManager.Update(GameStateManager.GetGame().GetTime()); // Update all objects this.pGameObjectManager.Update(); // Process Collisions CollisionPairManager.Process(); // Delete any objects here this.pDelayedObjectManager.Process(); // Chage State if flag is true if (this.changeState) { this.Handle(GameStateManager.GetGame()); this.changeState = false; } }
public override void Update(float systemTime) { InputManager.Update(); FontManager.Update(Font.Name.Player1Score, SpaceInvaders.pPlayer1Score); FontManager.Update(Font.Name.Player2Score, SpaceInvaders.pPlayer2Score); FontManager.Update(Font.Name.HiScore, SpaceInvaders.pHiScore); FontManager.Update(Font.Name.Lives, ScenePlay.ShipLives.ToString()); this.RunTime = Simulation.GetTotalTime() - ScenePlay.StartTimeDelta; //Debug.WriteLine(this.RunTime); TimerManager.Update(this.RunTime); GameObjectManager.Update(); //Collision Checks CollisionPairManager.Process(); // Delete any objects here... DelayedObjectManager.Process(); //check if all alien killed AlienGrid pGrid = (AlienGrid)GameObjectManager.Find(GameObject.Name.AlienGrid); if (pGrid.GetAlienCount() < 1) { pGrid.IncreaseStartRate(); this.ResetAll(); } }
public override void Update(float systemTime) { // Single Step, Free running... Simulation.Update(systemTime); // Handels Keyboard input InputManager.Update(); // Run based on simulation stepping if (Simulation.GetTimeStep() > 0.0f) { // Fire off the timer events TimerManager.Update(Simulation.GetTotalTime()); // walk through all objects and push to flyweight GameObjectManager.Update(); // Do the collision checks CollPairManager.Process(); // Delete any objects here... DelayedObjectManager.Process(); // Check to see if all aliens are dead to move to the next level. Level.Update(); } }
//----------------------------------------------------------------------------- // Game::Update() // Called once per frame, update data, tranformations, etc // Use this function to control process order // Input, AI, Physics, Animation, and Graphics //----------------------------------------------------------------------------- public override void Update() { TimerManager.Update(this.GetTime()); InputManager.Update(); GameObjectManager.Update(); CollisionPairManager.Process(); SoundManager.GetEngine().Update(); DelayedGameObjectManager.Process(); }
// Should be called during the Update part of gameloop public override void Update(GameManager pGameManager) { // Debug.WriteLine("Tick" + this.GetTime()); InputManager.Update(); // Sprite animations and motions being handled in TimerManger TimerManager.Update(pGameManager.pGame.GetTime()); // Pushes updates from Gameobjects to proxysprites GameObjectManager.Update(); ColPairManager.Process(); DelayedObjectManager.Process(); pGameManager.HandleEndOfPlayerTurn(); }