public void Update(GameTime gameTime) { var state = GamePad.GetState(PlayerIndex.One); var kbState = Keyboard.GetState(); Game.Tooltip = ""; if (!Stopped && !Paused) { GameScreen.Update(gameTime); } if (kbState.IsKeyDown(Keys.Escape) && oldState.IsKeyUp(Keys.Escape)) { Paused = !Paused; } if (oldState.IsKeyUp(Keys.OemTilde) && kbState.IsKeyDown(Keys.OemTilde)) { Console.ToggleOpenClose(); Stopped = !Stopped; } if (state.IsConnected) { ControllerCursorPos.X += state.ThumbSticks.Right.X * 5; ControllerCursorPos.Y += -state.ThumbSticks.Right.Y * 5; } oldState = kbState; }
private void LoopUpdate() { // get delta var delta = _updateDelta.GetDelta(); // update screen GameScreen.Update(delta); }
protected override void Update(GameTime gameTime) { if (screen != null) { screen.Update(spriteBatch, gameTime); } base.Update(gameTime); }
protected override void Update(GameTime gameTime) { if (_nextScene != null) { TransitionScene(); } _activeScene?.Update(gameTime); base.Update(gameTime); }
protected override void Update(GameTime gameTime) { lastTime = gameTime; if (screen != null) { switch (screen.State) { case ScreenState.Running: screen.Update(gameTime); break; case ScreenState.ChangeNext: screen.OnExit(gameTime); screen = screenList.Next; if (screen != null) { screen.SetRunning(); screen.OnEntry(gameTime); } break; case ScreenState.ChangePrevious: screen.OnExit(gameTime); screen = screenList.Previous; if (screen != null) { screen.SetRunning(); screen.OnEntry(gameTime); } break; case ScreenState.ExitApplication: Exit(); return; } base.Update(gameTime); } else { Exit(); } }
/// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="time">Provides a snapshot of timing values.</param> protected override void Update(GameTime time) { if (GraphicsDevice.PresentationParameters.BackBufferWidth != 1024 || GraphicsDevice.PresentationParameters.BackBufferHeight != 640) { graphics.PreferredBackBufferWidth = 1024; graphics.PreferredBackBufferHeight = 640; graphics.ApplyChanges(); } updateFps.Enqueue((float)(1000.0 / time.ElapsedGameTime.TotalMilliseconds)); if (updateFps.Count > 300) { updateFps.Dequeue(); } MouseHelper.Update(); KeyboardHelper.Update(); screen?.Update(time); base.Update(time); }
public override void Update(GameTime gameTime) { _activeScreen?.Update(gameTime); _activeTransition?.Update(gameTime); }