Example #1
0
        /// <summary>
        /// Allows the game component to update itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        public void Update(GameTime gameTime, ScreenManager screenManager)
        {
            this.screenManager = screenManager;
            Input.Update();
            btnBack.Update((float)gameTime.ElapsedGameTime.TotalSeconds);

            Controls();

            base.Update(gameTime);
        }
Example #2
0
 public void Update(GameTime gameTime, ScreenManager screenManager)
 {
     this.screenManager = screenManager;
     Input.Update();
     foreach (Button b in buttons)
     {
         b.Update((float)gameTime.ElapsedGameTime.TotalSeconds);
     }
     Controls();
     base.Update(gameTime);
 }
Example #3
0
        public void Update(float elaps, float yaccel, ScreenManager screenManager)
        {
            this.screenManager = screenManager;
            btnRight.Update(elaps);
            btnLeft.Update(elaps);
            btnJump.Update(elaps);
            btnPause.Update(elaps);

            if (position.Y >= 300)
            {
                onGround = true;
                position.Y = 300;
            }
            else
                onGround = false;

            Controls();

            ay = yaccel;

            base.Update(elaps);
            Camera2d.Position = position + (Stuff.AngleToVector(sprite.Rotation + (float)Math.PI) * 20);
        }
Example #4
0
        public void Update(GameTime gameTime, ScreenManager screenManager)
        {
            DrawRect = new Rectangle((int)player.Position.X - (graphics.PreferredBackBufferWidth / 2) - 150, (int)player.Position.Y - (graphics.PreferredBackBufferHeight / 2) - 150, graphics.PreferredBackBufferWidth + 300, graphics.PreferredBackBufferHeight + 300);
            elaps = (float)gameTime.ElapsedGameTime.TotalSeconds;
            totaltPlayTime += elaps;
            Input.Update();
            onScreenMessages.Update(elaps);
            int c = characters.Count;
            for (int i = 0; i < c; i++)
            {
                characters[i].Update(elaps);
            }

            player.Update(elaps, yaccel, screenManager);
        }