protected override void Update(GameTime gameTime) { inputManager.Update(gameTime); if (inputManager.IsExit) { Exit(); } var deltaTimes = GetDeltaTimes(gameTime); if (Config.DebugMode) { _debugOverlay.Update(deltaTimes); } state?.Update(deltaTimes); base.Update(gameTime); }
protected override void Update(GameTime gameTime) { var deltaTimes = GetDeltaTimes(gameTime); _input.Update(deltaTimes.DeltaTime); if (false) { Exit(); } if (Config.DebugMode) { _debugOverlay.Update(deltaTimes); } state?.Update(deltaTimes); base.Update(gameTime); }
protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } // TODO: Add your update logic here base.Update(gameTime); inputManager.CaptureInput(gameTime); GameParameters.Update(gameTime); map.Update(gameTime); debugInfo.Update(recto, map, resolution, _graphics, GraphicsDevice.DisplayMode); elapsedMiliseconds += gameTime.ElapsedGameTime.TotalMilliseconds; debugOverlay.Update(debugInfo); if (elapsedMiliseconds > 1000) { RefreshFPSVariables(); } ++updateCounter; }