public void Update(GameTime gameTime) { // Count up if (Timer < 999999) { Timer += (float)gameTime.ElapsedGameTime.TotalSeconds; } else { Timer = 999999; } MenuManager.score = Timer; // Level specific code // Olle A 200212 switch (Level) { case Levels.preLevel1: // Reset level // Olle A 200213 level1.Reset(); // Update player's level // Olle A 200212 player.NewLevel(level1); // Move to next gamestate // Olle A 200213 Level++; break; case Levels.Level1: // Update // Olle A 200212 player.Update(gameTime); level1.Update(gameTime); break; case Levels.preLevel2: // Reset level // Olle A 200213 level2.Reset(); // Update player's level // Olle A 200212 player.NewLevel(level2); // Move to next gamestate // Olle A 200213 Level++; break; case Levels.Level2: // Update // Olle A 200212 player.Update(gameTime); level2.Update(gameTime); break; case Levels.preLevel3: // Reset level // Olle A 200213 level3.Reset(); // Update player's level // Olle A 200212 player.NewLevel(level3); // Move to next gamestate // Olle A 200213 Level++; break; case Levels.Level3: // Update // Olle A 200212 player.Update(gameTime); level3.Update(gameTime); break; case Levels.preLevel4: // Reset level // Olle A 200213 level4.Reset(); // Update player's level // Olle A 200213 player.NewLevel(level4); // Move to next gamestate // Olle A 200213 Level++; break; case Levels.Level4: // Update // Olle A 200213 player.Update(gameTime); level4.Update(gameTime); break; case Levels.preLevel5: // Reset level // Olle A 200213 level5.Reset(); // Update player's level // Olle A 200213 player.NewLevel(level5); // Move to next gamestate // Olle A 200213 Level++; break; case Levels.Level5: // Update // Olle A 200252 player.Update(gameTime); level5.Update(gameTime); break; case Levels.preLevel6: // Reset level // Olle A 200213 level6.Reset(); // Update player's level // Olle A 200213 player.NewLevel(level6); // Move to next gamestate // Olle A 200213 Level++; break; case Levels.Level6: // Update // Olle A 200213 player.Update(gameTime); level6.Update(gameTime); break; case Levels.preLevel7: // Reset level // Olle A 200213 level7.Reset(); // Update player's level // Olle A 200213 player.NewLevel(level7); // Move to next gamestate // Olle A 200213 Level++; break; case Levels.Level7: // Update // Olle A 200213 player.Update(gameTime); level7.Update(gameTime); break; case Levels.preLevel8: // Reset level // Olle A 200213 level8.Reset(); // Update player's level // Olle A 200213 player.NewLevel(level8); // Move to next gamestate // Olle A 200213 Level++; break; case Levels.Level8: // Update // Olle A 200213 player.Update(gameTime); level8.Update(gameTime); break; case Levels.Win: // Save score scoreboard.SaveHighScore(playerName, Timer); MenuManager.score = Timer; menu.gameStates = GameStates.Menu; menu.menu.PageSelection = (int)MenuManager.MenuState.Victory; InGame.Level = 0; break; default: throw new ArgumentOutOfRangeException(); } }
public void Update(GameTime gameTime) { // Level specific code // Olle A 200212 switch (Level) { case Levels.preLevel1: // Reset level // Olle A 200213 level1.Reset(); // Update player's level // Olle A 200212 player.NewLevel(level1); // Move to next gamestate // Olle A 200213 Level++; break; case Levels.Level1: // Update // Olle A 200212 player.Update(gameTime); level1.Update(gameTime); break; case Levels.preLevel2: // Reset level // Olle A 200213 level2.Reset(); // Update player's level // Olle A 200212 player.NewLevel(level2); // Move to next gamestate // Olle A 200213 Level++; break; case Levels.Level2: // Update // Olle A 200212 player.Update(gameTime); level2.Update(gameTime); break; case Levels.preLevel3: // Reset level // Olle A 200213 level3.Reset(); // Update player's level // Olle A 200212 player.NewLevel(level3); // Move to next gamestate // Olle A 200213 Level++; break; case Levels.Level3: // Update // Olle A 200212 player.Update(gameTime); level3.Update(gameTime); break; case Levels.preLevel4: // Reset level // Olle A 200213 level4.Reset(); // Update player's level // Olle A 200213 player.NewLevel(level4); // Move to next gamestate // Olle A 200213 Level++; break; case Levels.Level4: // Update // Olle A 200213 player.Update(gameTime); level4.Update(gameTime); break; case Levels.preLevel5: // Reset level // Olle A 200213 level5.Reset(); // Update player's level // Olle A 200213 player.NewLevel(level5); // Move to next gamestate // Olle A 200213 Level++; break; case Levels.Level5: // Update // Olle A 200252 player.Update(gameTime); level5.Update(gameTime); break; case Levels.preLevel6: // Reset level // Olle A 200213 level6.Reset(); // Update player's level // Olle A 200213 player.NewLevel(level6); // Move to next gamestate // Olle A 200213 Level++; break; case Levels.Level6: // Update // Olle A 200213 player.Update(gameTime); level6.Update(gameTime); break; case Levels.preLevel7: // Reset level // Olle A 200213 level7.Reset(); // Update player's level // Olle A 200213 player.NewLevel(level7); // Move to next gamestate // Olle A 200213 Level++; break; case Levels.Level7: // Update // Olle A 200213 player.Update(gameTime); level7.Update(gameTime); break; case Levels.preLevel8: // Reset level // Olle A 200213 level8.Reset(); // Update player's level // Olle A 200213 player.NewLevel(level8); // Move to next gamestate // Olle A 200213 Level++; break; case Levels.Level8: // Update // Olle A 200213 player.Update(gameTime); level8.Update(gameTime); break; case Levels.Win: menu.gameStates = GameStates.Menu; menu.menu.PageSelection = (int)MenuManager.MenuState.Victory; player.ResetGame(); break; default: throw new ArgumentOutOfRangeException(); } }