public void Update(GameTime gameTime) { game.background.CurrentSprite.Update(gameTime); foreach (KeyValuePair <IAnimatedSprite, Vector2> backgroundObject in levelBackgroundObjects) { backgroundObject.Key.Update(gameTime); } foreach (Enemy enemy in levelEnemies) { if (game.gameCamera.InCameraView(enemy.GetBoundingBox())) { enemy.Update(gameTime); } } /*foreach (House pipeUpdater in levelPipe) * { * if(game.gameCamera.InCameraView(pipeUpdater.getBoundingBox())) * { * pipeUpdater.Update(gameTime); * } * } */ foreach (ICollectable item in levelItems) { if (game.gameCamera.InCameraView(item.GetBoundingBox())) { item.Update(gameTime); } } foreach (Block blockUpdater in levelBlock) { if (game.gameCamera.InCameraView(blockUpdater.GetBoundingBox())) { blockUpdater.Update(gameTime); } } if (game.gameCamera.InCameraView(exitPole.GetBoundingBox(exitPosition))) { exitPole.Update(gameTime); } collision.Detect(teno, levelEnemies, levelBlock, levelHouses, levelItems); teno.Update(gameTime); if (teno.position.X < 0) { teno.position.X = 0; } if (teno.position.X > exitPosition.X && !isVictory && !isUnderGround) { game.gameState = new VictoryGameState(game); isVictory = true; } game.gameCamera.LookAt(teno.position); }
public void Update(GameTime gameTime) { game.background.CurrentSprite.Update(gameTime); foreach (KeyValuePair <IAnimatedSprite, Vector2> backgroundObject in levelBackgroundObjects) { backgroundObject.Key.Update(gameTime); } foreach (House pipeUpdater in levelPipe) { if (game.gameCamera.InCameraView(pipeUpdater.getBoundingBox())) { pipeUpdater.Update(gameTime); } } foreach (Block blockUpdater in levelBlock) { if (game.gameCamera.InCameraView(blockUpdater.getBoundingBox())) { blockUpdater.Update(gameTime); } } if (game.gameCamera.InCameraView(exitPole.GetBoundingBox())) { exitPole.Update(gameTime); } collision.Detect(teno, levelEnemies, levelBlock, levelHouses, levelItems); teno.Update(gameTime); if (teno.position.X < 0) { teno.position.X = 0; } if (teno.position.X > exitPosition.X && !isVictory && !isUnderGround) { game.gameState = new VictoryGameState(); exitPole = new GateSprite(Game1.gameContent.Load <Texture2D>("gateBroken"), 1, 1); isVictory = true; } game.gameCamera.LookAt(teno.position); }