protected override void Update(GameTime gameTime) { if (nextWorld != null && World != nextWorld) { swapWorld(); } IsInFocus = IsActive; InputManager.Update(); RawKeyboardInput.Update(); RawGamepadInput.Update(); MouseReader.Update(); Time.Set(gameTime); base.Update(gameTime); Console.Update(); if (!Console.IsDisplaying && !PauseWorld) { UpdateGameplay(); } Renderer.Update(); }
/// <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(); } if (IsActive) { KeyboardReader.Update(); MouseReader.Update(); } base.Update(gameTime); }
public void Update(GameTime gameTime, GameStateManager gameStateManager) { if (Keyboard.GetState().IsKeyDown(Keys.Escape) || escToggle) { escToggle = true; if (Keyboard.GetState().IsKeyUp(Keys.Escape)) { gameStateManager.SetState(GameStateManager.States.Playing); escToggle = false; } } MouseReader.Update(gameTime); menu.Update(gameTime); }
public void Update(GameTime gameTime, GameStateManager gameStateManager) { if (Keyboard.GetState().IsKeyDown(Keys.Escape) || escToggle) { escToggle = true; if (Keyboard.GetState().IsKeyUp(Keys.Escape)) { gameStateManager.SetState(GameStateManager.States.Paused); escToggle = false; } } hero.Update(gameTime); level.Update(gameTime); hud.Update(gameTime); camera.MoveTo(-hero.Position.X); viewMatrix = camera.GetTransform(); MouseReader.Update(gameTime); }