Esempio n. 1
0
        /// <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)
        {
            SettingsManager.Instance.Update();
            ScreenManager.Instance.Update(gameTime);

            if (IsActive)
            {
                InputManager.Instance.Update();
            }
            else
            {
                InputManager.Instance.ResetInputStates();
            }

            fpsIndicator.Update(gameTime);
            cursor.Update(gameTime);

            base.Update(gameTime);
        }
Esempio n. 2
0
        /// <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)
        {
            LogManager.Instance.Update(gameTime.ElapsedGameTime);
            SettingsManager.Instance.Update();
            ScreenManager.Instance.Update(gameTime);

            if (IsActive)
            {
                InputManager.Instance.Update();
            }
            else // TODO: It shouldn't reset them every single tick when the window's not active
            {
                InputManager.Instance.ResetInputStates();
            }

            fpsIndicator.Update(gameTime);
            cursor.Update(gameTime);

            base.Update(gameTime);
        }