public virtual void Update(float deltaTime) { if (TimeScale != 1f) { if (timeScaleCooldown > 0) { timeScaleCooldown -= deltaTime; } else { TimeScale = Util.Approach(TimeScale, 1, 0.1f); } deltaTime = deltaTime * TimeScale; } foreach (Entity entity in Entities) { entity.Update(deltaTime); } Entities.Update(); CollisionManager.Update(); }
/// <summary> /// A scene that manages entities, input and collisions /// </summary> public Scene() { CollisionManager = new CollisionManager(); InputManager = new InputManager(); Initialize(); }