//Where the objects will be updated (this means any actions that they can do can actually be done) public virtual Level Update(GameTime gT) { managers.Update(gT, Keyboard.GetState()); //End game if the game is ended if (typeOfGame.Update(managers)) { return(new ResultsScreen(this)); } cameras.UpdateStateBefore(); if (cameras.GetPauser() == null) { agents.Update(); projectiles.Update(); objects.Update(); paths.Update(); spawns.Update(managers); particles.Update(); abilities.Update(); sounds.Update(managers); } cameras.Update(managers); cameras.UpdateStateAfter(); return(this); }
//Where the objects will be updated (this means any actions that they can do can actually be done) public virtual Level Update(GameTime gT) { managers.Update(gT, Keyboard.GetState()); cameras.UpdateStateBefore(); if (cameras.GetPauser() == null) { //End game if the game is ended if (typeOfGame.Update(managers)) { return(new ResultsScreen(this, textures, sounds)); } agents.Update(); projectiles.Update(); objects.Update(); paths.Update(); spawns.Update(); particles.Update(); abilities.Update(); sounds.Update(); backgrounds.Update(); statistics.Update(managers); } else { if (cameras.GetCameras()[cameras.GetPauserIndex()].GetState().IsButtonDown(Buttons.Back)) { return(new Menu(textures, sounds)); } } cameras.Update(managers); cameras.UpdateStateAfter(); return(this); }
//Where the objects will be updated (this means any actions that they can do can actually be done) public virtual Level Update(GameTime gT) { managers.Update(gT, Keyboard.GetState()); //End game if the game is ended if (typeOfGame.Update(managers)) { return(new ResultsScreen(this)); } agents.Update(); projectiles.Update(); objects.Update(); cameras.Update(managers); paths.Update(); spawns.Update(managers); particles.Update(); abilities.Update(); sounds.Update(managers); backgrounds.Update(); statistics.Update(managers); return(this); }