/// <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) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) { this.Exit(); } // TODO: Add your update logic here mMouseIconSprite.Update(); player.Update(gameTime, graphics); MouseState ms = Mouse.GetState(); UpdateFire(ms, gameTime); SpawnEnemy(gameTime); foreach (Fire a in balls) // Loop through List with foreach { a.Update(gameTime); } foreach (Enemy a in enemies) // Loop through List with foreach { a.Update(gameTime, player.Position, player.Size); } removeLostBalls(); checkFireEnemyCollision(); base.Update(gameTime); }
/// <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) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) { this.Exit(); } // TODO: Add your update logic here //Fuel change if (!player.Position.Equals(oldposition)) { mFuelbar.changeFuel(-1); } oldposition = player.Position; mMouseIconSprite.Update(); player.Update(gameTime, graphics); MouseState ms = Mouse.GetState(); UpdateFire(ms, gameTime); SpawnEnemy(gameTime); foreach (Fire a in balls) // Loop through List with foreach { a.Update(gameTime); } foreach (Enemy a in enemies) // Loop through List with foreach { if (!checkEnemyPlayerCollision(a)) { a.Update(gameTime, player.Position, player.Size); } } removeLostBalls(); checkFireEnemyCollision(); //Change health on contact if (checkEnemyPlayerCollision(null)) { mHealthbar.changeHealth(-1); } base.Update(gameTime); }