Ejemplo n.º 1
0
        /// <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)
        {
            if (!GameContent.IsLoaded)
            {
                return;
            }

            if (!clicked)
            {
                clicked = Mouse.GetState().LeftButton == ButtonState.Pressed;

                if (clicked)
                {
                    MediaPlayer.Play(GameContent.Songs.Music);
                }

                return;
            }

            // Handle polling for our input and handling high-level input
            HandleInput(gameTime);

            // update our level, passing down the GameTime along with all of our input states
            level.Update(gameTime, keyboardState, gamePadState,
                         accelerometerState, Window.CurrentOrientation);

            if (level.Player.Velocity != Vector2.Zero)
            {
                virtualGamePad.NotifyPlayerIsMoving();
            }

            base.Update(gameTime);
        }
Ejemplo n.º 2
0
        /// <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)
        {
            // Handle polling for our input and handling high-level input
            HandleInput();

            // update our level, passing down the GameTime along with all of our input states
            level.Update(gameTime, keyboardState, gamePadState, touchState,
                         accelerometerState, Window.CurrentOrientation);

            base.Update(gameTime);
        }
Ejemplo n.º 3
0
        /// <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)
        {
            // Handle polling for our input and handling high-level input
            HandleInput(gameTime);

            // update our level, passing down the GameTime along with all of our input states
            level.Update(gameTime, keyboardState, gamePadState, accelerometerState, Window.CurrentOrientation);

            if (level.Player.Velocity != Vector2.Zero)
            {
                virtualGamePad.NotifyPlayerIsMoving();
            }

            base.Update(gameTime);
        }
Ejemplo n.º 4
0
        /// <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)
        {
            //Confirm the screen has not been resized by the user
            if (backbufferHeight != GraphicsDevice.PresentationParameters.BackBufferHeight ||
                backbufferWidth != GraphicsDevice.PresentationParameters.BackBufferWidth)
            {
                ScalePresentationArea();
            }
            // Handle polling for our input and handling high-level input
            HandleInput(gameTime);

            // update our level, passing down the GameTime along with all of our input states
            level.Update(gameTime, keyboardState, gamePadState,
                         accelerometerState, Window.CurrentOrientation);

            if (level.Player.Velocity != Vector2.Zero)
            {
                virtualGamePad.NotifyPlayerIsMoving();
            }

            base.Update(gameTime);
        }