/// <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 if (InputHelper.MouseButtonDown(MouseButtons.left)) { var b = new Bomb(Content.Load <Texture2D>("weapon"), InputHelper.MouseState.Position.ToVector2()); b.CenterOrigin(); bombs.Add(b); } if (InputHelper.GetKeyDown(Keys.Space)) { for (int i = 0; i < bombs.Count; i++) { bombs[i].Explode(level, Content.Load <Texture2D>("explosion")); } bombs = new List <Bomb>(); } ComponentManegment.Instance.UpdateComponents(gameTime); InputHelper.Update(); base.Update(gameTime); }