/// <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(); } if (InputManager.IsKeyDown(Keys.Right)) { sprite.Radius++; } if (InputManager.IsKeyDown(Keys.Left)) { sprite.Radius--; } if (InputManager.IsKeyDown(Keys.Up)) { sprite.Speed += 0.05f; } if (InputManager.IsKeyDown(Keys.Down)) { sprite.Speed -= 0.05f; } Time.Update(gameTime); InputManager.Update(); sprite.Update(); 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) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } // TODO: Add your update logic here // *** Pre-Lab2 /* * KeyboardState currentState = Keyboard.GetState(); * if (currentState.IsKeyDown(Keys.Left) && preState.IsKeyUp(Keys.Left)) sprite.Position += Vector2.UnitX * -5; * if (currentState.IsKeyDown(Keys.Right) && preState.IsKeyUp(Keys.Right)) sprite.Position += Vector2.UnitX * 5; * if (currentState.IsKeyDown(Keys.Space)) sprite.Rotation += 0.05f; * preState = currentState;*/ // *** Lab2 Time.Update(gameTime); InputManager.Update(); spiralMover.Update(); base.Update(gameTime); }