/// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> #region Update & Draw protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) { this.Exit(); } // TODO: Add your update logic here Global.clavier = Keyboard.GetState(); if (Global.clavier.IsKeyDown(Keys.Escape)) { this.Exit(); } if (!endGame) { time += gameTime.ElapsedGameTime.TotalSeconds; placementLasers(laser, laser2); laser.Update(gameTime); laser2.Update(gameTime); placementLasers(laser3, laser4); // Délai entre les différents Laser if (time >= 1.3) { laser3.Update(gameTime); laser4.Update(gameTime); } vaisseau.Update(gameTime); vaisseauTouche(); Invincibilite(gameTime); Score(gameTime); base.Update(gameTime); } }