public override void Update(RenderContext context = null) { m_windParticles.SetProjectionSettings(context, this); m_windParticles.AddParticles(new Vector2(0, 0)); m_windParticles.Update(context.GameTime); m_WindIndicator.Update(context); base.Update(context); }
protected override void Update(GameTime gameTime) { //SET GAMEPAD STATE //***************** if (System.Environment.UserName == "Rene") { m_RenderContext.PadState = GamePad.GetState(PlayerIndex.Two, GamePadDeadZone.Circular); } else { m_RenderContext.PadState = GamePad.GetState(PlayerIndex.One, GamePadDeadZone.Circular); } m_RenderContext.GameTime = gameTime; m_RenderContext.GameActive = MainScene.isActive; m_RenderContext.ViewPortSize = new Vector2(m_Graphics.GraphicsDevice.Viewport.Width, m_Graphics.GraphicsDevice.Viewport.Height); //update our scene PauseGame(); if (!PausedGame && MainScene.isActive) { //GAMESCENE UPDATE //**************** MainScene.Update(m_RenderContext); //update the farseer world m_FarseerWorld.Step((float)m_RenderContext.GameTime.ElapsedGameTime.Milliseconds / 100); Vector2 Where = m_RenderContext.Player.Position; m_Particles.AddParticles(Where); //LOSE SCREEN UPDATE if (MainScene.hasLost) { m_LostMenu.Update(m_RenderContext); } } else { m_MenuManager.Update(m_RenderContext); } m_Sprite.Update(m_RenderContext); base.Update(gameTime); }