Update() private method

private Update ( ) : void
return void
Beispiel #1
0
    protected override void Update()
    {
        base.Update();

        _keyInput.Update(this);
        _directionInput.Update(Input.mousePosition, Camera.main.WorldToScreenPoint(Position), this);
    }
Beispiel #2
0
        protected override void Update(GameTime gameTime)
        {
            HandleInput(gameTime);

            _sceneManager.Update(gameTime);

            base.Update(gameTime);

            KeyInput.Update(gameTime);
            MouseInput.Update(gameTime);
        }
Beispiel #3
0
        protected override void Update(GameTime time)
        {
            var elapsed   = (float)time.ElapsedGameTime.TotalSeconds;
            var frameTime = new FrameTime(elapsed, TimeScale);

            var keyState = Keyboard.GetState();

            KeyInput.Update(keyState);
            MouseInput.Update();
            ToggleHotspotBoxes.Perform(this);
            ToggleQuitGame.Perform(this);
            ToggleFullscreen.Perform(this);
            ToggleEditingMode.Perform(this);
            ReloadGameInterface.Perform(this);
            RefreshHotspotsState.Perform(this);
            RefreshToysState.Perform(this);
            RefreshBackgroundElements.Perform(this);
            EditingMouseGrab.Perform(this);

            if (State == GameState.WaitingForClient)
            {
                Customer.State = Customer.StateType.Waiting;
                GenerateNewCustomer.Perform(this, frameTime);
            }

            if (State == GameState.FixingToy)
            {
                Customer.State = Customer.StateType.Waiting;
                HandleHotspotInteraction.Perform(this);
                ResolveCurrentToy.Perform(this);
                HandlePaymentProcess.Paid  = false;
                HandlePaymentProcess.Delay = 1.5f;
            }

            if (State == GameState.ClientPayment)
            {
                Customer.State = Customer.StateType.Happy;
                HandlePaymentProcess.Perform(this, frameTime);
            }

            if (State == GameState.ClientLeaving)
            {
                Customer.State = Customer.StateType.Waiting;
                GameInterface.SpeechSprite.Tint = new Color(GameInterface.SpeechSprite.Tint, 0.0f);
                GenerateNewCustomer.WaitTime    = GetRandom.Float(1.0f, 2.0f);
                ChangeState(GameState.WaitingForClient);
            }

            Clock.Update(frameTime);
            GameCamera.Update(GraphicsDevice.Viewport);
            DebugMonitor.Update(frameTime);
            base.Update(time);
        }
        /// <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>
        protected override void Update(GameTime gameTime)
        {
            base.Update(gameTime);
            GameTimes.UpdateTimes(gameTime);
            KeyInput.Update();

            _camera.Update();

            _currentState.Update();

            if (KeyInput.JustPressedKey(Keys.F12))
            {
                GlobalState.ShowFPS = !GlobalState.ShowFPS;
            }
        }
Beispiel #5
0
        protected override void Update(GameTime gameTime)
        {
            if (!IsActive)
            {
                return;
            }

            float elapsed = (float)gameTime.ElapsedGameTime.TotalMinutes;

            timerCounter -= elapsed;
            if (timerCounter < 0)
            {
                GenerateUpgrades();
                timerCounter = timer;
            }

            KeyInput.Update(gameTime);
            UserInterface.Update(gameTime);

            switch (gameState)
            {
            case GameState.MainGame:     //main game
                GameLogic(gameTime);
                break;

            case GameState.EndScreen:     //gameover
                EndScreenLogic();
                break;

            case GameState.MainMenu:     //main menu
                MenuLogic();
                break;

            case GameState.SettingsMenu:     //settings
                SettingsLogic();
                break;

            case GameState.ShopMenu:
                GameLogic(gameTime);
                break;

            case GameState.PauseMenu:
                PauseMenuLogic();
                break;
            }

            base.Update(gameTime);
        }
        /// <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>
        protected override void Update(GameTime gameTime)
        {
            base.Update(gameTime);

            GameTimes.UpdateTimes(gameTime);
            KeyInput.Update();

            if (GlobalState.settings.pause_on_unfocus && !IsActive)
            {
                return;
            }

            _currentState.Update();

            _camera.Update();

            foreach (var effect in GlobalState.AllEffects.Where(e => e.Active()))
            {
                effect.Update();
            }

            if (KeyInput.JustPressedKey(Keys.F12))
            {
                GlobalState.ShowFPS = !GlobalState.ShowFPS;
            }

            if (GlobalState.ClosingGame)
            {
                Exit();
            }

            if (GlobalState.ResolutionDirty)
            {
                InitGraphics();
                GlobalState.ResolutionDirty = false;
            }
        }