/// <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) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown( Keys.Escape)) { Exit(); } paddle1.Update(Keyboard.GetState()); paddle2.Update(Keyboard.GetState()); ball.Update(); scoreBoard.Update(); base.Update(gameTime); }
protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } KeyboardState keyboardState = Keyboard.GetState(); _ball.Update(gameTime); _left_paddle.Update(gameTime, keyboardState, _ball); _right_paddle.Update(gameTime, keyboardState, _ball); if (_ball.GetBounds().Left < _screen_bounds.Left) { // LEFT GOAL! } else if (_ball.GetBounds().Right > _screen_bounds.Right) { // RIGHT GOAL! } base.Update(gameTime); }