public void Update(GameTime gameTime) { _inputManager.Update(); _world.Update(); _screenManager.Update(); _scriptManager.ExecuteScripts(); }
/// <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) { mDirector.Update(gameTime, IsActive); mScreenManager.Update(gameTime); mDirector.GetActionManager.ActualExec(); // make sure this is ALWAYS the last call in our update cycle otherwise things might get nasty. mDirector.GetDeathManager.KillAddedObjects(); base.Update(gameTime); }
protected override void Update(GameTime gameTime) { if (gameManager.IsGameRunning) { IsMouseVisible = false; } else { IsMouseVisible = true; } controlManager.Mouse.Update(); controlManager.Keyboard.Update(); screenManager.Update(gameTime); base.Update(gameTime); }
protected override void Update(GameTime gameTime) { // if (!ShouldUpdate(ref gameTime)) // return; if (ShouldQuit) { Exit(); } // Update all of our util stuff !DO FIRST ALWAYS UtilManager.Update(gameTime); InputManager.Update(); ScreenManager.Update(); UtilManager.AfterUpdate(gameTime); // base update. Calls the base classes update method !DO LAST ALWAYS base.Update(gameTime); }
public void Update(UpdateScreenInput input) { Screen output = ObjectMapper.Map <Screen>(input); _screenManager.Update(output); }