public void Update(double elapsedTime, double gameTime) { _effectsManager.Update(elapsedTime); _playerCharacter.Update(elapsedTime); _background.Update((float)elapsedTime); _backgroundLayer.Update((float)elapsedTime); UpdateCollisions(); //_enemyList.ForEach(x => x.Update(elapsedTime)); _enemyManager.Update(elapsedTime, gameTime); _bulletManager.Update(elapsedTime); UpdateInput(elapsedTime); }
public void Update(double elapsedTime, double gameTime) { _playerCharacter.Update(elapsedTime); _effectsManager.Update(elapsedTime); _background.Update((float)elapsedTime); _backgroundLayer.Update((float)elapsedTime); _enemyManager.Update(elapsedTime, gameTime); UpdateCollisions(); _bulletManager.Update(elapsedTime); _gameData.Score = _playerCharacter.Score; _gameData.Lives = _playerCharacter.Lives; UpdateInput(elapsedTime); if (_enemyManager.HasEnemies()) { if (_background_music == null || !_soundManager.IsSoundPlaying(_background_music)) { _background_music = _soundManager.PlaySound("level_background", true); } } else { if (_background_music != null && _soundManager.IsSoundPlaying(_background_music)) { _soundManager.StopSound(_background_music); } _endingTime -= elapsedTime; if (_endingTime < 0) { Finished = true; } } if (_playerCharacter.IsDead) { if (_background_music != null && _soundManager.IsSoundPlaying(_background_music)) { _soundManager.StopSound(_background_music); } } }