/// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { //Esc to quit program if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape) || Exit == true) { Exit(); } //If player is dead the game stops if (state == GameState.GameOver) { if (Keyboard.GetState().IsKeyDown(Keys.R)) { Restart(); } return; } else if (state == GameState.Game) { if (Keyboard.GetState().IsKeyDown(Keys.R)) { Restart(); } //Rock spawn RockDelayElapsed -= (float)gameTime.ElapsedGameTime.TotalSeconds; if (RockDelayElapsed <= 0f) { Debug.WriteLine("Spawninwg"); sprites.Add(new Rock(rockTexture)); RockDelayElapsed = RockDelay; } //Meteor spawn MeteorDelayElapsed -= (float)gameTime.ElapsedGameTime.TotalSeconds; if (MeteorDelayElapsed <= 0f) { Debug.WriteLine("Spawning"); sprites.Add(new Meteor(rockTexture)); MeteorDelayElapsed = MeteorDelay; } //Updates the sprites foreach (var sprite in sprites.ToArray()) { sprite.Update(gameTime, sprites); } } else if (state == GameState.Menu) { menu.Update(gameTime); } PostUpdate(); //Removes all dead sprites }
public static state MenuUpdate(GameTime gameTime) { return((state)menu.Update(gameTime, menuUSelect, menuDSelect, hsSound, bgSound)); }
public static State MenuUpdate(GameTime gameTime) { return((State)menu.Update(gameTime)); // Get the new state from Update method in menu object }