/// <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 (scrolling1.rectangle.Y + scrolling1.texture.Height <= 100) { scrolling1.rectangle.Y += 1500; } if (scrolling2.rectangle.Y + scrolling2.texture.Height <= 100) { scrolling2.rectangle.Y += 1500; } if (scrolling3.rectangle.Y + scrolling3.texture.Height <= 100) { scrolling3.rectangle.Y += 1500; } sanic.Update(gameTime); scrolling1.Update(); scrolling2.Update(); scrolling3.Update(); gameState.Update(gameTime); 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) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } gameState.Update(gameTime); base.Update(gameTime); }