/// <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) { v = graphics.GraphicsDevice.Viewport; // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) { this.Exit(); } if (firstTry) { currentWorld = worldList[0]; currentWorld.initWorld(); firstTry = false; } else { checkMovement(); } 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) { v = graphics.GraphicsDevice.Viewport; // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); if (firstTry) { currentWorld = worldList[0]; currentWorld.initWorld(); firstTry = false; } else { checkMovement(); } base.Update(gameTime); }