private void update(double dt) {
if (gameState == GameState.MENU || gameState == GameState.GAME_OVER) {
return;
}
if (upgradeState == UpgradeState.PAUSED_FOR_UPGRADE) {
return;
}
worldTime += dt;
updateWaveAndBoss(dt);
if (isDashing) { /* dashTimer */ } else { dashCooldownTimer -= dt; }
player.heal(dt);
player.updateMovement(dt, up, down, left, right, WIDTH, HEIGHT, isDashing ? DASH_SPEED_MULT : 1.0);
updateWeapons(dt);
spawnEnemies(dt);
updateEnemies(dt);
updateProjectiles(dt);
updateXpOrbs(dt);
updateParticles(dt);
updateDamageNumbers(dt);
updateContactDamage(dt);
if (pendingLevelUps > 0 && upgradeState == UpgradeState.NONE) {
upgradeState = UpgradeState.PAUSED_FOR_UPGRADE;
rollUpgradeChoices();
}
}
private void update(double dt) {
if (gameState == GameState.MENU || gameState == GameState.GAME_OVER) {
return;
}
if (upgradeState == UpgradeState.PAUSED_FOR_UPGRADE) {
return;
}
worldTime += dt;
updateWaveAndBoss(dt);
if (isDashing) { /* dashTimer */ } else { dashCooldownTimer -= dt; }
player.heal(dt);
player.updateMovement(dt, up, down, left, right, WIDTH, HEIGHT, isDashing ? DASH_SPEED_MULT : 1.0);
updateWeapons(dt);
spawnEnemies(dt);
updateEnemies(dt);
updateProjectiles(dt);
updateXpOrbs(dt);
updateParticles(dt);
updateDamageNumbers(dt);
updateContactDamage(dt);
if (pendingLevelUps > 0 && upgradeState == UpgradeState.NONE) {
upgradeState = UpgradeState.PAUSED_FOR_UPGRADE;
rollUpgradeChoices();
}
}