public void RigidUpdate(GameTime gt) { //Update inputs. Input.Update(); if (StaticValues.Close) { StaticValues.SaveHighscores(); Exit(); } //Update stars. stars.Update(cam); AnimationManager.Update(gt); //Update menus. mm.Update(cam, gt); if (StaticValues.Gamestate == 1) { cam.SetPos(0, 0); } if (TargetElapsedTime == TimeSpan.FromSeconds(1f / 240)) { cam.SetPos(0, 0); } //Update old inputs. Input.OldUpdate(); }
public void Update(GameTime gt, ref Ship ship, ref List <Highscore> scores) { int num = 180 - (int)health; phase = (int)Math.Floor(num / 60.0) + 1; if (ai) { AI(gt, ref ship); } else if (intro) { Intro(); } foreach (Missile missile in missiles) { missile.Update(ref ship); } for (int i = bullets.Count - 1; i >= 0; i--) { bullets[i].Update(); if (bullets[i].hitbox.Intersects(ship.hitbox)) { ship.Damage(1); bullets.RemoveAt(i); } } for (int i = ship.bullets.Count - 1; i >= 0; i--) { if (ship.bullets[i].hitbox.Intersects(hitbox)) { Damage(1); ship.bullets.Remove(ship.bullets[i]); } } if (health <= 0) { AnimationManager.Play(hitbox.X, hitbox.Y + 64, "bigExplode"); SoundManager.PlaySound("bigExplode"); dead = true; scores.Add(new Highscore(10000000, (int)pos.X + 200, (int)pos.Y + 300)); StaticValues.highscore += 10000000; StaticValues.SaveHighscores(); } if (bbullet != null && bbullet.ready) { hole.Update(ref ship, gt); } base.Update(); }