public override void Update() { base.Update(); PhysicsManager.Update(); UpdateManager.Update(); PhysicsManager.CheckCollisions(); BombsManager.Update(); //enemyCount in class Enemy is better if (Enemy.EnemyCount <= 0) { machine.Switch((int)GameManager.GameState.Win); } else if (PlayScene.AreDeadAllPlayers()) { machine.Switch((int)GameManager.GameState.Lose); } if (startLabel.IsActive) { if (timeToDeactiveStartLabel <= 0) { startLabel.IsActive = false; } else { timeToDeactiveStartLabel -= Game.DeltaTime; } } }
public override void Update() { base.Update(); float shake = (float)Math.Sin(shakeCounter) * WIDTH_SHAKE; labelWin.GetSprite().scale += new Vector2(shake) * Game.DeltaTime; shakeCounter += Game.DeltaTime * SPEED_SHAKE_MULTIPLIER; PhysicsManager.Update(); UpdateManager.Update(); BombsManager.Update(); }