Take the 2-minute tour ×  I am trying to determine the best way
to implement the "update" system or engine for a simple XNA
game.  Description of situation  I have a few classes, lets call
them    1. Player [will be an array/list/collection of 1-4 local
players]   2. Enemy [will consist of all enemy characters in the
given "zone"]   3. Future [not implemented, may not be
implemented for this game, but may be needed in future]   4.
Future  I'm trying to decide what the best way to manage this
will be, I'm going back and forth between a couple options.
First Approach  In the Update() method of my game, write code
like this  void Update(GameTime gameTime)     var ctlInput =
GetControllerInput();         if(Player[i] != null) {
Player[i].Update(gameTime, ctlInput); }      for(int i = 0; i <
Enemy.Count; i++)         Enemy[i].Update(gameTime, Player);  In
this version, I would add "FrameStatus" fields to the Player
class, which would look like bool IsShooting and Vector2
TargetedLocation etc. This also means that