Exemple #1
0
        protected override void Update(GameTime gameTime)
        {
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }
            base.Update(gameTime);

            flock.Update();
        }
Exemple #2
0
        protected override void OnUpdateFrame(FrameEventArgs e)
        {
            base.OnUpdateFrame(e);

            // Update boids
            var ModelMatrices = flock.Update((float)e.Time);

            GL.BufferSubData(BufferTarget.ArrayBuffer, (IntPtr)0, flock.Boids.Count * (Vector4.SizeInBytes * 4), ModelMatrices.ToArray());

            if (Keyboard.GetState().IsKeyDown(Key.Escape))
            {
                Exit();
            }
        }
Exemple #3
0
        /// <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();
            }
            mousePressed();
            flock.Update(gameTime);


            // TODO: Add your update logic here

            base.Update(gameTime);
        }