/// <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) { screenManager.Update(gameTime); frameRateCounter.Update(gameTime); base.Update(gameTime); }
/// <summary> /// Updates the specified game time. /// </summary> /// <param name="gameTime">The game time.</param> public void Update(GameTime gameTime) { _camera.Update(gameTime); _buildMenuManager.Update(gameTime); _npcManager.Update(gameTime); _playingStateInterface.Update(gameTime); _jobManager.Update(gameTime); _mouseManager.Update(gameTime); _frameRateCounter.Update(gameTime); }
protected override void UpdateAsync() { _frameRateCounter.Update(); if (IsActive) { UI.Update(); } if (!UI.IsPaused) { Room.Update(); Room.Draw(); ProcessManager.Draw(); } Room.Camera.EndDrawing(); }
//Update and draw protected override void Update(GameTime gameTime) { //Save the game time Time.Update(gameTime); //Update X X.Update(gameTime); //Update all components InputManager.Update(); GameConsole.Update(); AchievementHolder.Update(); FrameRateCounter.Update(); Timer.UpdateAll(); Stopwatch.UpdateAll(); base.Update(gameTime); }
protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { this.Exit(); } Globals.CharacterComparisonPointForMouseControlVector = Player.PositionOnScreen; FrameRateCounter.Update(gameTime); if (InputManager.IsButtonPressed(Keys.O)) { IsKrypton = !IsKrypton; } base.Update(gameTime); }
/// <summary>Allows each screen to run logic.</summary> protected override void Update(GameTime gameTime) { // Read the keyboard and gamepad. _input.Update(gameTime); #if WINDOWS // Update the framerate counter _counter.Update(gameTime); #endif if ((_input.IsNewButtonPress(Buttons.Y) || _input.IsNewKeyPress(Keys.F5)) && _screenManager.LastScreen is not OptionsScreen) { _screenManager.AddScreen(new OptionsScreen()); } #if WINDOWS if (_input.IsNewKeyPress(Keys.F11)) { _showFps = !_showFps; } if (_input.IsNewKeyPress(Keys.F12)) { _graphics.ToggleFullScreen(); } #endif _screenManager.Update(gameTime); if (_isExiting && _screenManager.ScreenCount == 0) { Exit(); } base.Update(gameTime); }
/// <summary> /// Allows each screen to run logic. /// </summary> protected override void Update(GameTime gameTime) { // Read the keyboard and gamepad. _input.Update(gameTime); // Update the framerate counter #if WINDOWS _counter.Update(gameTime); #endif if ((_input.IsNewButtonPress(Buttons.Y) || _input.IsNewKeyPress(Keys.F5)) && !(_screens[_screens.Count - 1] is OptionsScreen)) { AddScreen(new OptionsScreen()); } #if WINDOWS if (_input.IsNewKeyPress(Keys.F11)) { _showFPS = !_showFPS; } if (_input.IsNewKeyPress(Keys.F12)) { _graphics.ToggleFullScreen(); } #endif // Make a copy of the master screen list, to avoid confusion if // the process of updating one screen adds or removes others. _screensToUpdate.Clear(); _screensToUpdate.AddRange(_screens); bool otherScreenHasFocus = !IsActive; bool coveredByOtherScreen = false; // Loop as long as there are screens waiting to be updated. while (_screensToUpdate.Count > 0) { // Pop the topmost screen off the waiting list. GameScreen screen = _screensToUpdate[_screensToUpdate.Count - 1]; _screensToUpdate.RemoveAt(_screensToUpdate.Count - 1); // Update the screen. screen.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen); if (screen.ScreenState == ScreenState.TransitionOn || screen.ScreenState == ScreenState.Active) { // If this is the first active screen we came across, // give it a chance to handle input. if (!otherScreenHasFocus && !_isExiting) { _input.ShowCursor = screen.HasCursor; screen.HandleInput(_input, gameTime); otherScreenHasFocus = true; } // If this is an active non-popup, inform any subsequent // screens that they are covered by it. if (!screen.IsPopup) { coveredByOtherScreen = true; } } } if (_isExiting && _screens.Count == 0) { Exit(); } 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) { // TODO: Add your update logic here FrameRateCounter.Update(gameTime); KeyboardManager.Update(); MouseManager.Update(); // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == Microsoft.Xna.Framework.Input.ButtonState.Pressed) { this.Exit(); } if (InputConfigManager.IsKeyBindingPressed(ActionType.Exit)) { this.Exit(); } // Toggle keybindings hint if (InputConfigManager.IsKeyBindingPressed(ActionType.ToggleKeybindingsHint)) { isKeybindingsHintShown = !isKeybindingsHintShown; } // Toggle wireframe mode if (InputConfigManager.IsKeyBindingPressed(ActionType.ToggleWireframe)) { isWireFrame = !isWireFrame; } RasterizerState rasterizerState = new RasterizerState(); if (isWireFrame == true) { rasterizerState.FillMode = FillMode.WireFrame; } else { rasterizerState.FillMode = FillMode.Solid; } GraphicsDevice.RasterizerState = rasterizerState; // Framerate handling if (InputConfigManager.IsKeyBindingPressed(ActionType.ToggleFixedFramerate)) { graphics.SynchronizeWithVerticalRetrace = !graphics.SynchronizeWithVerticalRetrace; this.IsFixedTimeStep = !this.IsFixedTimeStep; graphics.ApplyChanges(); } // Fullscreen handling if (InputConfigManager.IsKeyBindingPressed(ActionType.ToggleFullscreen)) { graphics.IsFullScreen = !graphics.IsFullScreen; graphics.ApplyChanges(); } HandleCameraInput(); Ray mouseRay = CalculateRay(MouseManager.MouseStatus.Position.ToVector2(), camera.ViewMatrix, camera.ProjectionMatrix, _hexSphere.Effect.World, GraphicsDevice.Viewport); _hexSphere.CheckIntersection(ref mouseRay, out _hexSphereIntersectionChecksCount); _hexSphere.Update(gameTime, camera.Offset); drawablePlane.Update(camera.Offset); base.Update(gameTime); }