protected override void Initialize() { this.stateManager = new StateManager(this.Content, this.graphics); this.inputHandler = new InputHandler(); base.Initialize(); }
public override void Update(GameTime gameTime, InputHandler inputHandler) { }
public override void Update(GameTime gameTime, InputHandler inputHandler) { inputHandler.PlayerMovement(this.player); this.player.Update(gameTime); this.player.Collect(this.giftFactory.GeneratedGifts); foreach (var tile in this.levelManager.CurrentLevel.Tiles.Where(tile => tile is CollisionTile)) { this.player.Collision(tile.Rectangle); } if (this.player.Health <= 0) { this.StateManager.CurrentState = new LoseState(this.Content); } if (this.player.Score >= 50 * (this.levelManager.CurrentLevelNumber + 1)) { if (this.levelManager.CurrentLevelNumber < Constants.MaxLevel) { this.levelManager.NextLevel(); this.giftFactory.Clear(); this.giftFactory.Produce(this.levelManager.CurrentLevel.Tiles); this.enemyFactory.Clear(); this.enemyFactory.Produce(this.levelManager.CurrentLevel.Tiles); this.player.Money = 0; return; } else { this.Content.Unload(); this.StateManager.CurrentState = new VictoryState(this.Content); } } for (int i = 0; i < this.enemyFactory.GeneratedeEnemies.Count(); i++) { this.enemyFactory.GeneratedeEnemies[i].Collision(this.player); this.enemyFactory.GeneratedeEnemies[i].Update(gameTime); } }
public abstract void Update(GameTime gameTime, InputHandler inputHandler);