public void Update(GameTime gt) { float dt = (float)gt.ElapsedGameTime.TotalSeconds; // Update the physics multiple times per frame (in this case, 10 times per frame) for (int i = 0; i < _physicsSubstep; i++) { PhysicsManager.Update(dt / _physicsSubstep); } AIManager.Update(this, dt); // Check if there are less enemies than the maximum and add more as necessary if (Enemies.Count < MaximumEnemies) { SpawnEnemy(); } // Update the spawn points foreach (SpawnPoint sp in SpawnPoints) { if (sp.TimeSinceLastSpawn > sp.RespawnDelay && !ActiveSpawnPoints.Contains(sp)) { ActiveSpawnPoints.Add(sp); } sp.TimeSinceLastSpawn += dt; } // Health shouldn't be below 0 if (PortalHealth < 0) { PortalHealth = 0; } // If you haven't lost yet, keep updating the score if (!GameOver) { Score += dt; } }
protected override void Update(GameTime gameTime) { float secondsElapsed = gameTime.ElapsedGameTime.Milliseconds / 1000.0f; lobby.Update(); serverLogic.Update(this, lobby); aiManager.Update(secondsElapsed); base.Update(gameTime); this.GameObjectCollection.ServerUpdate(lobby, gameTime); //TODO: probably remove this List <BigShip> list = this.GameObjectCollection.GetMasterList().GetList <BigShip>(); if (list.Count != 0) { this.Camera.Update(list[0], secondsElapsed); } // }