public void Update() { //playSceneButton.Update(playSceneButton_Delegate); Game1.isMouseVisible = true; playSceneButton.Update(playSceneButton_Delegate); void playSceneButton_Delegate() { Console.WriteLine("Play!"); Game1.ChangeScene(WK.Scene.GameScene); } }
public void Update() { // Implementation { goToMenu.Update(goToMenu_Delegate); playAgain.Update(playAgain_Delegate); } // Helpers void goToMenu_Delegate() { Console.WriteLine("Go to menu"); Game1.ChangeScene(WK.Scene.Menu); } void playAgain_Delegate() { Console.WriteLine("Play again"); Game1.ChangeScene(WK.Scene.GameScene); } }
public void Update() { // gameover mode /*{ * KeyboardState keyboardState = Keyboard.GetState(); * if (keyboardState.IsKeyDown(Keys.P)) * { * spaceship.Health -= 10; * health.Reduce(); * } * }*/ switch (gameState) { case GameState.Play: target.Update(); spaceship.Update(bullets, target); asteroids = asteroids.Where(x => x.isActive == true).ToList(); bullets = bullets.Where(x => x.isActive == true).ToList(); foreach (var asteroid in asteroids) { asteroid.Update(); } foreach (var bullet in bullets) { bullet.Update(); } foreach (var asteroid in asteroids) { // destroy asteroids when bullet touch foreach (var bullet in bullets) { if (bullet.rectangle.Intersects(asteroid.rectangle)) { asteroid.isActive = false; bullet.isActive = false; scoreCount += 15; score.Update($"Score: {scoreCount}"); } } // destroy asteroids when spaceship touch if (asteroid.rectangle.Intersects(spaceship.rectangle)) { asteroid.isActive = false; scoreCount -= 10; if (scoreCount < 0) { scoreCount = 0; } spaceship.Health -= 10; if (spaceship.Health < 0) { spaceship.Health = 0; } score.Update($"Score: {scoreCount}"); health.Reduce(); } } //time.Update(); asteroidShooter.Update(asteroids, spaceship.rectangle.Center.ToVector2()); break; case GameState.Pause: break; case GameState.GameOver: gameOverCanvas.Update(); Game1.isMouseVisible = true; break; default: Game1.ChangeScene(WK.Scene.Menu); break; } }