private void OnUpdate(object sender, EventArgs e) { Input.Update(); player.DefaultSettings(); // Default settings foreach (Slime slime in Slimes) { slime.DefaultSettings(); } foreach (Item item in Items) { item.DefaultSettings(); } // Update Settings foreach (Wall wall in Walls) { wall.Update(player, Slimes); } foreach (Slime slime in Slimes.ToList()) { slime.Update(player); if (slime.hit) { RemoveSlime(slime); } } foreach (Item item in Items.ToList()) { item.Update(player); if (item.hit) { RemoveItem(item); } } player.Update(); }
private static void MainGameLoop() { Gl.ClearColor(1, 1, 1, 1); Gl.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); ErrorCode error = Gl.GetError(); Debug.Assert(error == ErrorCode.NoError); GameTime.Update(); CooldownTimer.Update(); if (Mode == ProgramMode.Game) { GameGuiRenderer.RenderBackground(); GameRenderer.Render(); GameLogic.Update(); } Gui.Render(); Gui.Update(); Input.Update(); Glut.glutSwapBuffers(); }