/// <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) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) { this.Exit(); } base.Update(gameTime); aiEngine.Update(gameTime); }
protected override void Update(GameTime gameTime) { // Allows the game to exit if (Keyboard.GetState().IsKeyDown(Keys.Home) || GamePad.GetState(PlayerIndex.One).IsButtonDown(Buttons.Back)) { this.Exit(); } inputEngine.Update(); if (currentState == GameState.MenuScreen) { menuEngine.Update(gameTime); } else { pickupEngine.Update(gameTime); foreach (Player player in players) { player.Update(gameTime); } /*if (players.Length == 1) * players[0].Update(gameTime); * else { * playerUpdateAlt = !playerUpdateAlt; * int start = (playerUpdateAlt ? 1 : 0); * bool fake = false; * for (int i = 0; i < players.Length; i++) { * if (fake) * players[(i+start) % players.Length].fakeUpdate(gameTime); * else * players[(i+start) % players.Length].Update(gameTime); * fake = !fake; * } * }*/ aiEngine.Update(gameTime); renderEngine.Update(gameTime); //roundTime = initialRoundTime - gameTime.TotalGameTime.Seconds + roundStartTime; roundTime -= (float)gameTime.ElapsedGameTime.TotalSeconds; } base.Update(gameTime); }