public override void Update(GameTime gameTime) { foreach (HealthPotion HP in HealthPotion.hpList) { HP.Update(gameTime, player, boxCollider); } player.Update(gameTime, boxCollider); camera.LookAt(player.Position);//update camera healthBar.Update(gameTime, camera.Position, player); healthBarBoss.Update(gameTime, camera.Position, boss); foreach (Background b in backgrounds) { b.Update(gameTime, camera); //update map } torch1.Update(gameTime, player); torch2.Update(gameTime, player); foreach (Phantom phantom in phantomList) { if (phantom.IsAlive) { phantom.Update(gameTime, player, Content); } } if (Phantom.CountPhantomExist < 2) { phantomList.Add(new Phantom(Content)); } if (boss.IsAlive) { boss.Update(gameTime, player, Content); } if (!player.IsActive) //màn hình thua xuất hiện { ScreenState = State.Lose; } else if (!boss.IsAlive) ///màn hình win xuất hiện { ScreenState = State.Win; } }
public override void Update(GameTime gameTime) { foreach (HealthPotion HP in HealthPotion.hpList) { HP.Update(gameTime, player, boxCollider); } foreach (Zombie zombie in zombiesList) { if (zombie.IsAlive) { zombie.Update(gameTime, player, Content); } } foreach (Gargoyle gargoyle in gargoyleList) { if (gargoyle.IsAlive) { gargoyle.Update(gameTime, player, Content); } } foreach (Skeleton skeleton in skeletonList) { if (skeleton.IsAlive) { skeleton.Update(gameTime, player, Content); } } foreach (SkeletonZombie skezom in skeletonzombieList) { if (skezom.IsAlive) { skezom.Update(gameTime, player, Content); } } foreach (FireTrap f in fireTraps) { f.Update(gameTime, player); //update fire trap } foreach (CampFireTrap c in campfireTraps) { c.Update(gameTime, player); //update campfire trap } foreach (Spear s in spearTraps) { s.Update(gameTime, player); } foreach (SpearV sV in spearVTraps) { sV.Update(gameTime, player); } foreach (SpearH sH in spearHTraps) { sH.Update(gameTime, player); } player.Update(gameTime, boxCollider); camera.LookAt(player.Position); healthBar.Update(gameTime, camera.Position, player); foreach (Background b in backgrounds) { b.Update(gameTime, camera); //update map } portal.Update(gameTime, player); pumpkin.Update(gameTime); if (!player.IsActive) { ScreenState = State.Lose; } }