/// <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 (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } float deltaTime = (float)gameTime.ElapsedGameTime.TotalSeconds; frameCounter.Increment(); if (gameState.RunState == RunStateType.Running) { CheckGameState(); world.CheckState(frameCounter); world.MoveCharacter(Keyboard.GetState(), deltaTime); world.MoveWorld(); world.Move(deltaTime); world.WakeUpSleepers(); world.RecalculateHitboxes(); gameState.GameStatistic.Score += world.HandleCollisions(frameCounter.Frame); } base.Update(gameTime); }