public void Update(GameTime gameTime) { CurrentWave.Update(gameTime); if (CurrentWave.RoundOver) { waveFinished = true; } if (waveFinished) { timeSinceLastWave += (float)gameTime.ElapsedGameTime.TotalSeconds; } if (timeSinceLastWave > 20.0f) { waves.Dequeue(); StartNextWave(); } }
public void Update(GameTime gameTime)//Update method { CurrentWave.Update(gameTime);//Updates the current wave if(CurrentWave.waveOver)//if the wave is over { waveFinished = true;//the Local waveFinished variable is set to true } if(waveFinished)//If the wave is finished the time the wave has been elapsed is incremented { elapsedWave += (float)gameTime.ElapsedGameTime.TotalSeconds; } if(elapsedWave > 1.0f)//If the time wave has been elapsed is more than 1 second the next wave is removed from the list { //and the next wave is started waves.Dequeue(); nextWave(); } }
/// <summary> /// Method to update the waveManager, it will update the current wave /// </summary> /// <param name="gameTime">Instance of the gametime</param> public void Update(GameTime gameTime) { // Update the current wave CurrentWave.Update(gameTime); // If the wave is finished, trigger the chrono for the next wave if (CurrentWave.RoundOver) { _timeSinceLastWave += (float)gameTime.ElapsedGameTime.TotalSeconds; if (_timeSinceLastWave >= 10.0f) { // Start the new wave _wavesQueue.Dequeue(); StartNextWave(); } } }
// update function public void Update(GameTime gameTime) { CurrentWave.Update(gameTime); if (CurrentWave.RoundOver) // update { waveFinished = true; } if (waveFinished) { timeSinceLastWave += (float)gameTime.ElapsedGameTime.TotalSeconds; // Start the timer } if (timeSinceLastWave > 30.0f) // if 30 seconds has passed { waves.Dequeue(); // remove finished wave StartNextWave(); // start the next wave } }
public void Update(GameTime gameTime) { CurrentWave.Update(gameTime); // Update the wave if (CurrentWave.RoundOver) // Check if it has finished { waveFinished = true; } if (waveFinished) // If it has finished { timeSinceLastWave += (float)gameTime.ElapsedGameTime.TotalSeconds; // Start the timer } if (timeSinceLastWave > 2.0f) // If 30 seconds has passed { waves.Dequeue(); // Remove the finished wave StartNextWave(); // Start the next wave } }
public void Update(GameTime gameTime) { CurrentWave.Update(gameTime); //for at opdaterer den nuværende bølge af studerende. if (CurrentWave.RoundDone) { finishedWave = true; } if (finishedWave) { timeSinceLastWave += (float)gameTime.ElapsedGameTime.TotalSeconds; } if (timeSinceLastWave > 30.0f) { waves.Dequeue(); StartNextWave(); } }
public void Update(GameTime gameTime) { if (GameManager.TimetillStart > 10) { CurrentWave.Update(gameTime); } if (WavesDone) { waveFinished = true; } if (waveFinished) { timeSinceLastWave += (float)gameTime.ElapsedGameTime.TotalSeconds; } if (timeSinceLastWave >= 7.0f) { waves.Dequeue(); StartNextWave(); } }
public void Update(GameTime gameTime) { if (canUpdate == false) { if (seconds >= timeBetweenWave) { canUpdate = true; NextWave(); seconds = 0; } } else { seconds = 0; } if (canUpdate == true) { CurrentWave.Update(gameTime, enemyPath); } if (CurrentWave.IsOver) { canUpdate = false; } }