/// <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(); } KeyboardState ks = Keyboard.GetState(); if (ks.IsKeyDown(Keys.Escape)) { Exit(); } if (ks.IsKeyDown(Keys.Enter)) { tankGame = new TankGamers(); //if (TheGame.theMap != null) //{ // theVMap = TheGame.theMap; //} } // TODO: Add your update logic here 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(); KeyboardState ks = Keyboard.GetState(); if (ks.IsKeyDown(Keys.Escape)) Exit(); if (ks.IsKeyDown(Keys.Enter)) { tankGame = new TankGamers(); //if (TheGame.theMap != null) //{ // theVMap = TheGame.theMap; //} } // TODO: Add your update logic here base.Update(gameTime); }