/// <summary> /// Updates all of the players logic /// </summary> /// <param name="gameTime"></param> public void Update(GameTime gameTime) { invulnerabilityFrames -= gameTime.ElapsedGameTime.Milliseconds; UpdateControls(gameTime); UpdateAnimation(gameTime); UpdatePosition(gameTime); if (attacking) { UpdateAttack(gameTime); } UpdateVelocity(gameTime); HealthDepletion(gameTime); if (Health <= 0) { HighScore.SaveHighScore(new HighScoreEntry(playerName, InGame.totalTimeElapsed)); GameOver.UpdatePlayerScore(playerName, InGame.totalTimeElapsed); Game1.GameState = Game1.GameStates.GameOver; } }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); NormalMenuFont = Content.Load <SpriteFont>(@"Fonts/NormalMenuFont"); BoldMenuFont = Content.Load <SpriteFont>(@"Fonts/BoldMenuFont"); CreditsFont = Content.Load <SpriteFont>(@"Fonts/CreditsFont"); BoldCreditsFont = Content.Load <SpriteFont>(@"Fonts/BoldCreditsFont"); CreditsTitleFont = Content.Load <SpriteFont>(@"Fonts/CreditsTitleFont"); MainMenu.LoadContent(Content); InGame.LoadContent(Content, GraphicsDevice); Tutorial.LoadContent(Content, GraphicsDevice); HighScore.LoadContent(Content); Credits.LoadContent(Content, GraphicsDevice); GameOver.LoadContent(Content); GameState = GameStates.MainMenu; }