/// <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) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) { this.Exit(); } double acc = 0.05; // Input the game if (Keyboard.GetState().IsKeyDown(Keys.Left)) { myPlayer.ChangeBarSpeed(acc); } if (Keyboard.GetState().IsKeyDown(Keys.Right)) { myPlayer.ChangeBarSpeed(-acc); } // TODO: Add your update logic here if (!OnMenu) { myPlayer.Update(graphics, gameTime); myLevel.Update(graphics, gameTime); myLevel.CheckCollision(myPlayer.MyBalls); } base.Update(gameTime); }
/// <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) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) { this.Exit(); } if (Keyboard.GetState(PlayerIndex.One).IsKeyDown(Keys.Escape)) { this.Exit(); } // TODO: Add your update logic here if (!OnMenu) { myPlayer.Update(graphics, gameTime); myLevel.Update(graphics, gameTime); myLevel.CheckCollision(myPlayer.MyBall); } base.Update(gameTime); }
public void Update() { if (currentLevel != null) { currentLevel.Update(); } }