Esempio n. 1
0
        //-----------------------------------------------------------------------------
        // Game::Update()
        //      Called once per frame, update data, tranformations, etc
        //      Use this function to control process order
        //      Input, AI, Physics, Animation, and Graphics
        //-----------------------------------------------------------------------------

        // static int number = 0;
        public override void Update()
        {
            float curTime         = GetTime();
            float gameElapsedTime = curTime - prevTime;

            PhysicWorld.Update(gameElapsedTime);
            GameManager.Update(gameElapsedTime);

            InputManager.Update();
            InputTest.KeyboardTest();

            MyClient.Instance().Update();

            OutputQueue.Process();
            InputQueue.Process();



            GameManager.CleanUp();

            prevTime = curTime;
        }
Esempio n. 2
0
        //-----------------------------------------------------------------------------
        // Game::Update()
        //      Called once per frame, update data, tranformations, etc
        //      Use this function to control process order
        //      Input, AI, Physics, Animation, and Graphics
        //-----------------------------------------------------------------------------

        // static int number = 0;
        public override void Update()
        {
            float curTime         = GetTime();
            float gameElapsedTime = curTime - prevTime;

            PhysicWorld.Update(gameElapsedTime);

            InputManager.Update();
            CheckForInput();

            GameManager.Update(gameElapsedTime);

            MyServer.Instance.Update();

            InputQueue.Process();

            OutputQueue.Process();



            GameManager.CleanUp();

            prevTime = curTime;
        }