/// <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> public void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { LevelHandler.Instance.LoadLevel(LevelHandler.TypeOfLevel.MainScreen); } if (!paused) { //if (Keyboard.GetState().IsKeyDown(Keys.K)) //{ // LevelHandler.Instance.LoadLevel(LevelHandler.TypeOfLevel.MainScreen); //} // TODO: Add your update logic here List <Sprite> tempSprites = new List <Sprite>(); foreach (Sprite sprite in GameObjectHandler.Instance.GetListOfGameObjects()) { tempSprites.Add(sprite); } foreach (Sprite sprite in tempSprites) { sprite.Update(gameTime); } wg.Update(gameTime); CollisionHandler.Instance.Update(gameTime); inputController1.Update(gameTime); //inputController2.Update(gameTime); //base.Update(gameTime); } previousKeyState = currentKeyState; currentKeyState = Keyboard.GetState(); previousPadState = currentPadState; currentPadState = GamePad.GetState(PlayerIndex.One); if (currentKeyState.IsKeyUp(Keys.P) && previousKeyState.IsKeyDown(Keys.P) || currentPadState.IsButtonUp(Buttons.Start) && previousPadState.IsButtonDown(Buttons.Start)) { if (!paused) { paused = true; gameSoundEffectInstance.Pause(); } else { paused = false; gameSoundEffectInstance.Resume(); } } }
/// <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> public void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Start == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { LevelHandler.Instance.LoadLevel(LevelHandler.TypeOfLevel.MainScreen); } _keyState = Keyboard.GetState(); inputController1.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> public void Update(GameTime gameTime) { //if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || // Keyboard.GetState().IsKeyDown(Keys.Escape)) // gameReference.Exit(); // TODO: Add your update logic here if (Keyboard.GetState().IsKeyDown(Keys.S) || GamePad.GetState(PlayerIndex.One).ThumbSticks.Left.Y < -0.8) { if (gameTime.TotalGameTime.TotalMilliseconds > _msSinceLastMove + _moveDelay) { if (isStartSelected) { isStartSelected = false; isSettingsSelected = true; isExitSelected = false; } else if (isSettingsSelected) { isStartSelected = false; isSettingsSelected = false; isExitSelected = true; } else if (isExitSelected) { isStartSelected = true; isSettingsSelected = false; isExitSelected = false; } _msSinceLastMove = gameTime.TotalGameTime.TotalMilliseconds; } } else if (Keyboard.GetState().IsKeyDown(Keys.W) || GamePad.GetState(PlayerIndex.One).ThumbSticks.Left.Y > 0.8) { if (gameTime.TotalGameTime.TotalMilliseconds > _msSinceLastMove + _moveDelay) { if (isStartSelected) { isStartSelected = false; isSettingsSelected = false; isExitSelected = true; } else if (isSettingsSelected) { isStartSelected = true; isSettingsSelected = false; isExitSelected = false; } else if (isExitSelected) { isStartSelected = false; isSettingsSelected = true; isExitSelected = false; } _msSinceLastMove = gameTime.TotalGameTime.TotalMilliseconds; } } if (Keyboard.GetState().IsKeyDown(Keys.Enter) && _keyState.IsKeyUp(Keys.Enter) || GamePad.GetState(PlayerIndex.One).Buttons.X == ButtonState.Pressed) { if (isStartSelected) { LevelHandler.Instance.LoadLevel(LevelHandler.TypeOfLevel.Game); } else if (isSettingsSelected) { LevelHandler.Instance.LoadLevel(LevelHandler.TypeOfLevel.Instructions); } else if (isExitSelected) { gameReference.Exit(); } } _keyState = Keyboard.GetState(); inputController1.Update(gameTime); }