protected override void Update() { audio.Update(); frameinfo.Update(); vsc.Update(timer.ElapsedSeconds); //vscp.Update(timer.ElapsedSeconds); }
/// <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) { Input.Update(); frameinfo.Update(); if (Input.IsKeyDown(Keys.Escape)) { this.Exit(); } if (Input.IsKeyDown(Keys.F2)) { ToggleFullScreen(); } if (Input.IsKeyDown(Keys.W)) { model.Para.BasePara.center += Vector3.Forward * 0.02f; model.WorldMatrix = Matrix.CreateTranslation(model.BasePara.center); audioemitter.Position = model.BasePara.center; } if (Input.IsKeyDown(Keys.S)) { model.Para.BasePara.center += Vector3.Backward * 0.02f; model.WorldMatrix = Matrix.CreateTranslation(model.BasePara.center); audioemitter.Position = model.BasePara.center; } if (Input.IsKeyDown(Keys.A)) { model.Para.BasePara.center += Vector3.Left * 0.02f; model.WorldMatrix = Matrix.CreateTranslation(model.BasePara.center); audioemitter.Position = model.BasePara.center; } if (Input.IsKeyDown(Keys.D)) { model.Para.BasePara.center += Vector3.Right * 0.02f; model.WorldMatrix = Matrix.CreateTranslation(model.BasePara.center); audioemitter.Position = model.BasePara.center; } model.Para.BasePara.orientation3D += model.BasePara.rotationspeed3D * (float)gameTime.ElapsedGameTime.TotalSeconds; model.Ori3DMatrix = VisionStimulus.GetOri3DMatrix(model.BasePara.orientation3D); if (audio.ActiveCue3Ds.Count > 0) { audio.ActiveCue3Ds[0].Emitter = audioemitter; } else { audio.Play("BgMusic", audioemitter); } audio.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) { Input.Update(); frameinfo.Update(); if (Input.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.Escape)) { this.Exit(); } if (Input.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.F2)) { ToggleFullScreen(); } 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) { Input.Update(); frameinfo.Update(); audio.Update(); vsc.Update(gameTime.TotalGameTime.TotalSeconds); if (Input.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.Escape)) { this.Exit(); } if (Input.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.F2)) { ToggleFullScreen(); } if (Input.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.G)) { SetGamma(new Vector3(2.1f, 2.1f, 2.1f)); } base.Update(gameTime); }
protected override void Update() { audio.Update(); frameinfo.Update(); }