/// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here gameWorld.Update(gameTime); gameWorld.Draw(gameTime, spriteBatch); base.Draw(gameTime); }
protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) { this.Exit(); } inputHelper.Update(); gameWorld.HandleInput(inputHelper); gameWorld.Update(gameTime); base.Update(gameTime); }
/// <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(); } // TODO: Add your update logic here gameWorld.HandleInput(inputHelper); inputHelper.Update(); gameWorld.Update(gameTime); base.Update(gameTime); }