Beispiel #1
0
        /// <summary>
        /// Update keyboard and mouse states. Runs Room.Update() and GameObjects.Update() after this.
        /// </summary>
        /// <remarks>
        /// Order of running:
        /// - PreUpdate()
        /// - <see cref="GMKeyboard.Update(GameTime)">Keyboard.Update()</see>
        /// - <see cref="GMMouse.Update()">Mouse.Update()</see>
        /// - Update()
        /// - For each GameObject in <see cref="Room.Objects">Objects</see>
        /// --> GameObject.Update()
        /// - PostUpdate()
        /// </remarks>
        /// <param name="gameTime">Current GameTime object</param>
        public void Update(GameTime gameTime)
        {
            if (Initialized)
            {
                GameTime = gameTime;

                PreUpdate();
                Keyboard.Update(gameTime);
                Mouse.Update();

                Update();

                int roomWidth  = Graphics.PreferredBackBufferWidth;
                int roomHeight = Graphics.PreferredBackBufferHeight;

                foreach (GameObject obj in Objects.ToList())
                {
                    if (DeActivateOutsideWindow)
                    {
                        if (obj.Position.X < -obj.Sprite.Width | obj.Position.Y < -obj.Sprite.Height | obj.Position.X >= roomWidth | obj.Position.Y >= roomHeight)
                        {
                            obj.Activated = false;
                        }
                        else
                        {
                            obj.Activated = true;
                        }
                    }

                    if (obj.Activated)
                    {
                        obj.Update(gameTime);
                    }
                }

                PostUpdate();
            }
        }