/// <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(); } foreach (var module in modules) { module.NotifyTick(gameTime); } if (inputManager.EnableFastForward) { DateTime startFastForward = DateTime.UtcNow; // Target 60 fps per second while ((DateTime.UtcNow - startFastForward).TotalSeconds < 0.015f) { foreach (var module in modules) { if (module.WantsFastForward) { module.NotifyTick(gameTime); } } } } // Save progress every minute if ((DateTime.UtcNow - lastSerializationTime).TotalSeconds > 10) { lastSerializationTime = DateTime.UtcNow; tileMap.SerializeToFile("tilemap.dat"); creatureManager.Serialize("creatures.dat"); } base.Update(gameTime); }