/// <summary> /// Called 60 frames/per second and updates the positions /// of all the drawable objects /// </summary> /// <param name='gameTime'> /// Can work out the elapsed time since last call if /// you want to compensate for different frame rates /// </param> protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } if (state == GameStates.playing) { // Update Asteriod shipSprite.Update(gameTime); asteroidController.Update(gameTime); asteroidController.HasCollided(shipSprite); UpdateScore(); UpdateHealth(); coinsController.Update(gameTime); coinsController.HasCollided(shipSprite); base.Update(gameTime); } }
/// <summary> /// This is an enemy Sprite with four animations for the four /// directions, up, down, left and right. Has no intelligence! /// </summary> protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } if (gameState == GameStates.Loading) { gameState = GameStates.Running; } if (gameState == GameStates.Running) { //maybe put a pause method in here restartButton.Update(gameTime); // Update Asteroids shipSprite.Update(gameTime); asteroidController.Update(gameTime); asteroidController.HasCollided(shipSprite); if (shipSprite.Score >= 100) { gameState = GameStates.Won; } else if (shipSprite.Health <= 0) { gameState = GameStates.Lost; } // Update Chase Game base.Update(gameTime); } }