Esempio n. 1
0
 public override void Update(double gameTime)
 {
     _entities.Update(gameTime);
     _managerMap.Update(gameTime);
     _managerCamera.Update(gameTime);
     _managerEvents.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)
        {
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            // TODO: Add your update logic here
            _mouse.Update(gameTime.ElapsedGameTime.Milliseconds);
            _map.Update(gameTime.ElapsedGameTime.Milliseconds);
            _managerInput.Update(gameTime.ElapsedGameTime.Milliseconds);
            _managerCamera.Update(gameTime.ElapsedGameTime.Milliseconds);

            base.Update(gameTime);
        }
Esempio n. 3
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)
        {
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            _managerInput.Update(gameTime.ElapsedGameTime.Milliseconds);
            _managerMap.Update(gameTime.ElapsedGameTime.Milliseconds);
            _managerCamera.Update(gameTime.ElapsedGameTime.Milliseconds);
            _player.Update(gameTime.ElapsedGameTime.Milliseconds);
            _pnj1.Update(gameTime.ElapsedGameTime.Milliseconds);
            _enemy1.Update(gameTime.ElapsedGameTime.Milliseconds);

            base.Update(gameTime);
        }