/// <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) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) { this.Exit(); } //poll the acceleration value Vector3 acceleration = Accelerometer.GetState().Acceleration; logoVelocity.X += acceleration.X; logoVelocity.Y += -acceleration.Y; logoPosition += logoVelocity; // keep the sprite on the screen - clamp X Viewport viewport = graphics.GraphicsDevice.Viewport; if (logoPosition.X < 0) { logoPosition.X = 0; logoVelocity.X = 0; } else if (logoPosition.X > viewport.Width - asteroidTexture.Width) { logoPosition.X = viewport.Width - asteroidTexture.Width; logoVelocity.X = 0; } // keep the sprite on the screen - clamp Y if (logoPosition.Y < 0) { logoPosition.Y = 0; logoVelocity.Y = 0; } else if (logoPosition.Y > viewport.Height - asteroidTexture.Height) { logoPosition.Y = viewport.Height - asteroidTexture.Height; logoVelocity.Y = 0; } base.Update(gameTime); }