/// <summary> /// Updates the scene. /// </summary> /// <param name="gameTime">The GameTime.</param> public override void Update(GameTime gameTime) { if (_entityComposer.GameOver) { _blackBlend.IsEnabled = true; if (_blackBlend.IsCompleted) { var endScene = SGL.QueryComponents <SceneManager>().Get <EndScene>(); endScene.Score = _entityComposer.Score; endScene.AchievementManager = _entityComposer.AchievementManager; SGL.QueryComponents <SceneManager>().ActiveScene = endScene; } } else { HandleInput(gameTime); if (!_achievementsOpen) { _skyBox.Update(gameTime); _entityComposer.Update(gameTime); _scoreBoard.CurrentHealth = _entityComposer.Player.Health; _scoreBoard.CurrentScore = _entityComposer.Score; _minimap.Update(gameTime); _debugDisplay.Update(gameTime); } } _blackBlend.Update(gameTime); _achievementControl.Visible = _achievementsOpen; UIManager.Update(gameTime); }
/// <summary> /// Updates the scene. /// </summary> /// <param name="gameTime">The GameTime.</param> public override void Update(GameTime gameTime) { _blackBlend.Update(gameTime); UIManager.Update(gameTime); if (_menuButton1.IsMouseDown(MouseButtons.Left)) { SGL.QueryComponents <SceneManager>().ActiveScene = SGL.QueryComponents <SceneManager>().Get <GameScene>(); } if (_menuButton3.IsMouseDown(MouseButtons.Left)) { Application.Exit(); } }
/// <summary> /// Updates the scene. /// </summary> /// <param name="gameTime">The GameTime.</param> public override void Update(GameTime gameTime) { _blackBlend.Update(gameTime); if (Input.Keyboard.GetState().IsKeyDown(Keys.Enter)) { SGL.QueryComponents <SceneManager>().ActiveScene = SGL.QueryComponents <SceneManager>().Get <MenuScene>(); } float achievementLvl = AchievementManager.Achievements.Sum(achievement => achievement.CurrentLevel); achievementLvl /= AchievementManager.Achievements.Count; _achievmentMultiplier = achievementLvl; _finalScore = (int)(Score * achievementLvl); }
/// <summary> /// Updates the scene. /// </summary> /// <param name="gameTime">The GameTime.</param> public override void Update(GameTime gameTime) { _skyBox.Update(gameTime); _fadeableText1.Update(gameTime); if (_fadeableText1.AnimationComplete) { _fadeableText2.Update(gameTime); if (_fadeableText2.AnimationComplete) { _fadeableText3.Update(gameTime); if (_fadeableText3.AnimationComplete) { _blackBlend.Update(gameTime); if (_blackBlend.IsCompleted) { SGL.QueryComponents <SceneManager>().ActiveScene = SGL.QueryComponents <SceneManager>().Get <MenuScene>(); } } } } }