protected override void Update(GameTime gameTime) { input.Update(gameTime); var state = new GuiInputState { Point = input.CursorPosition, Pressed = input.SelectPressed, Released = input.SelectReleased, }; grid.Update(state, gameTime.ElapsedGameTime); base.Update(gameTime); }
protected override void OnUpdateFrame(FrameEventArgs e) { input.Update(); var state = new GuiInputState { Point = input.CursorPosition, Pressed = input.SelectPressed, Released = !input.SelectPressed, }; grid.Update(state, TimeSpan.FromSeconds(e.Time)); base.OnUpdateFrame(e); }
public void Update(GuiInputState state, TimeSpan span) { // update the visible pieces so they get updated right away UpdateVisiblePieces(); // immediately add the waves of invaders (if necessary) AddInvaders(); // update the gui mGui.Update(state, span); // construct new updata parameters for the functions UpdateParams uparams = new UpdateParams(span, InputProvider.GetState(), MiddleOffset + Position); // update the list UpdateSelectionList(uparams); // update the selection the user has made UpdateSelection(uparams); // process any requests from the user for a piece ProcessInput(uparams); // update the description text that is displayed UpdateDescriptionText(uparams); // update the radius around the selected piece UpdateSelectedPieceRadius(uparams); // update all pieces UpdatePieces(uparams); // update all invaliders UpdateInvaders(uparams); // update the piece targets UpdatePieceTargets(uparams); // update all projectiles UpdateProjectiles(uparams); // finally, update the time Player.TimeUntilInvadersArrive -= span; }