public override void Update(GameTime gameTime) { _player.Update(gameTime); _shotManager.Update(gameTime); _effectsManager.Update(gameTime); _collisionEngine.Update(gameTime); _cam.Move(_player.GetCameraRepositionLocation(gameTime)); }
protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } switch (gameState) { case GameStates.TitleScreen: if (GamePad.GetState(PlayerIndex.One).Buttons.A == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Space)) { GameManager.StartNewGame(); gameState = GameStates.Playing; } break; case GameStates.Playing: Player.Update(gameTime); WeaponManager.Update(gameTime); EnemyManager.Update(gameTime); EffectsManager.Update(gameTime); GoalManager.Update(gameTime); if (GoalManager.ActiveTerminals == 0) { gameState = GameStates.WaveComplete; } break; case GameStates.WaveComplete: waveCompleteTimer += (float)gameTime.ElapsedGameTime.TotalSeconds; if (waveCompleteTimer > waveCompleteDelay) { GameManager.StartNewWave(); gameState = GameStates.Playing; waveCompleteTimer = 0f; } break; case GameStates.GameOver: gameOverTimer += (float)gameTime.ElapsedGameTime.TotalSeconds; if (gameOverTimer > gameOverDelay) { gameState = GameStates.TitleScreen; gameOverTimer = 0f; } break; } base.Update(gameTime); }
/// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) { this.Exit(); } InputHandler.Update(gameTime); player.HandleInput(gameTime); player.Update(gameTime); effectsManager.Update(gameTime); eventManager.Update(gameTime); particleManager.Update(gameTime); base.Update(gameTime); }