Update() private method

private Update ( ) : void
return void
示例#1
0
        public void Update(GameTime gameTime)
        {
            Time.Update(gameTime);

            ambientalLightShader.Update(Time.Value);

            sky.Update(Time);
            stars.Update(Time);
            moon.Update(Time);
            sun.Update(Time);

            clouds.Update(Lights);
        }
示例#2
0
        public void Update(GameTime gamefTime, InputHelper input)
        {
            //fTime increases at rate of 1 ingame day/night cycle per 20 minutes (actual value is 0 at dawn, 0.5pi at noon, pi at dusk, 1.5pi at midnight, and 0 or 2pi at dawn again)
            FTime += (float)(Math.PI / 36000);
            FTime %= MathHelper.TwoPi;

            foreach (Chunk c in Chunks)
            {
                c.Update(Player.Position, FTime);
            }

            //Update our moon and sun for the correct offset
            _sun.Update(FTime, _gamemanager.Pbag.Player.Position);
            _moon.Update(FTime, _gamemanager.Pbag.Player.Position);

            if (_gamemanager.Game.IsActive)
            {
                if (input.IsNewPress((Keys)ClientKey.WireFrame))
                {
                    _gamemanager.Pbag.WireMode = !_gamemanager.Pbag.WireMode;
                }
            }
        }
示例#3
0
        public override void Update(GameTime gameTime)
        {
            // Console.WriteLine(EnemyManager.enemySpawnTimer);

            #region worldConfigurator
            if (WorldConfigurator.developerMode)
            {
                InterfaceCreator.Update();
                return;
            }
            #endregion
            #region buttonChecking
            foreach (var button in ScreenManager.buttons)
            {
                button.UpdateComponent();
                button.HandleButtonActions();
            }
            #endregion

            #region PauseGame
            if (MouseInput.LastMouseState.MiddleButton == ButtonState.Pressed && MouseInput.MouseState.MiddleButton == ButtonState.Released)
            {
                pauseGame = pauseGame == true ? false : true;
                foreach (var button in ScreenManager.buttons.ToList())
                {
                    if (button.Name.Contains("pause"))
                    {
                        button.Visible = pauseGame;
                    }
                }
                foreach (var image in ScreenManager.images.ToList())
                {
                    if (image.Name.Contains("pause"))
                    {
                        image.Visible = pauseGame;
                    }
                }
            }
            #region level handler
            Level.Update();
            #endregion
            if (pauseGame || Level.nextLevel)
            {
                return;
            }
            //level accelerator
            Level.percentageTillNextLevel += WorldConfigurator.NEXT_LEVEL_INCREMENT * (float)gameTime.ElapsedGameTime.Milliseconds;
            #endregion

            #region water Handling
            ScreenManager.water.Update();
            #endregion

            #region sun handling
            Sun.Update(gameTime);
            #endregion

            #region FoodClicking
            Actions.clickForFood();
            foreach (var food in ScreenManager.food.ToList())
            {
                food.UpdateGameObject(gameTime);
                food.Update(gameTime);
            }
            #endregion

            #region Fish Wandering & Fish eating & Fish dropping money
            foreach (var friendly in ScreenManager.friendly.ToList())
            {
                friendly.UpdateEntity(gameTime);
            }
            #endregion

            #region coins clicking
            foreach (var coin in ScreenManager.coins.ToList())
            {
                coin.UpdateGameObject(gameTime);
                coin.Update(gameTime);
            }
            #endregion

            #region Enemies
            Actions.hitEnemy();
            EnemyManager.Update(gameTime);
            foreach (var enemy in ScreenManager.enemies.ToList())
            {
                enemy.UpdateEntity(gameTime);
            }

            #endregion

            #region fonts
            foreach (var font in ScreenManager.fonts.ToList())
            {
                font.Update(gameTime);
            }
            #endregion
        }