public void Update() { //PLAYING if (state == GameState.PLAYING) { hud.Update(this); player.Update(this); rooms[roomKey].Update(this); EOCol.detectCollision(rooms[roomKey].GetEnemies(), rooms[roomKey].GetBlocks()); PWCol.detectCollision(player, rooms[roomKey].GetWallDestRect(), rooms[roomKey].GetFloorDestRect()); EWCol.detectCollision(rooms[roomKey].GetEnemies(), rooms[roomKey].GetWallDestRect(), rooms[roomKey].GetFloorDestRect()); PPWCol.detectCollision(rooms[roomKey].GetPlayerProjectiles(), rooms[roomKey].GetWallDestRect(), rooms[roomKey].GetFloorDestRect(), this); //PPBCol.detectCollision(rooms[roomKey].GetPlayerProjectiles(), rooms[roomKey].GetBlocks(), this); PPECol.detectCollision(rooms[roomKey].GetPlayerProjectiles(), rooms[roomKey].GetEnemies(), this, rooms[roomKey], sound); //EPWCol.detectCollision(rooms[roomKey].GetEnemeyProjectile(), rooms[roomKey].GetWallDestRect(), rooms[roomKey].GetFloorDestRect(), this); POCol.detectCollision(player, rooms[roomKey].GetItems(), rooms[roomKey].GetBlocks(), rooms[roomKey], this); PECol.playerEnemyDetection(player, rooms[roomKey].GetEnemies(), rooms[roomKey], sound); EPCol.handleEnemyProjCollision(rooms[roomKey], player); } //Item selection else if (state == GameState.ITEMSELECTION) { hud.Update(this); player.Update(this); itemScreen.Update(this); } //NO UPDATES FOR PAUSE OR GAME OVER else if (state == GameState.WIN) { player.Update(this); } }
public void Update() { //don't update when rooms are transitioning if (transitioner.transitioning()) { return; } //PLAYING if (state == GameState.PLAYING) { hud.Update(this); player.Update(this); rooms[roomKey].Update(this, gameTime); EOCol.detectCollision(rooms[roomKey].GetEnemies(), rooms[roomKey].GetBlocks()); PWCol.detectCollision(player, rooms[roomKey].GetWallDestRect(), rooms[roomKey].GetFloorDestRect()); EWCol.detectCollision(rooms[roomKey].GetEnemies(), rooms[roomKey].GetWallDestRect(), rooms[roomKey].GetFloorDestRect()); PPWCol.detectCollision(rooms[roomKey].GetPlayerProjectiles(), rooms[roomKey].GetWallDestRect(), rooms[roomKey].GetFloorDestRect(), this); PPECol.detectCollision(rooms[roomKey].GetPlayerProjectiles(), rooms[roomKey].GetEnemies(), this, rooms[roomKey], sound); PECol.playerEnemyDetection(player, rooms[roomKey].GetEnemies(), rooms[roomKey], sound); EPCol.handleEnemyProjCollision(rooms[roomKey], player); if (doorCollideCountdown <= 0) { POCol.detectCollision(player, rooms[roomKey].GetItems(), rooms[roomKey].GetBlocks(), rooms[roomKey], this); } else { doorCollideCountdown--; } } //START else if (state == GameState.START) { start.Update(this); } //Item selection else if (state == GameState.ITEMSELECTION) { hud.Update(this); player.Update(this); itemScreen.Update(this); } //NO UPDATES FOR PAUSE OR GAME OVER else if (state == GameState.WIN) { player.Update(this); } if (gameOverWinScreenCooldown > 0) { gameOverWinScreenCooldown = gameOverWinScreenCooldown - 1; } }