/// <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> public override void Update(GameTime gameTime, InputManager input) { _tileMap.Update(gameTime.ElapsedGameTime.Milliseconds); // Allows the game to exit if (input.KeyDown(Keys.Escape)) RequestExit = true; if (input.KeyDown(Keys.D)) _viewport.X += 1; else if (input.KeyDown(Keys.A)) _viewport.X -= 1; if (input.KeyDown(Keys.S)) _viewport.Y += 1; else if (input.KeyDown(Keys.W)) _viewport.Y -= 1; if (input.KeyDown(Keys.Right)) _sprite.Velocity.X = 3; else if (input.KeyDown(Keys.Left)) _sprite.Velocity.X = -3; else _sprite.Velocity.X = 0; //jump if (input.KeyDown(Keys.Up)) _sprite.Velocity.Y = -6; //apply gravity _sprite.Velocity.Y += 9 * (float)gameTime.ElapsedGameTime.TotalSeconds; moveSprite(_sprite, _sprite.Velocity); _sprite.Update(gameTime); }
public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; graphics.PreferredBackBufferWidth = SCREEN_WIDTH; graphics.PreferredBackBufferHeight = SCREEN_HEIGHT; _gameStateStack = new List<GameState>(); _input = new InputManager(); }
public abstract void Update(GameTime gameTime, InputManager input);