public override bool Update(GameTime gameTime) { if (base.Update(gameTime)) { // Update the QuadTree qTree.Clear(); var colliders = GetAllColliders(); foreach (var wo in colliders) { qTree.Insert(wo); } EntityMgr.Update(gameTime); camera.CenterToPosition(EntityMgr.GetEntity(0).Position); //if (Input.KeyDown(Keys.Up)) //{ // camera.Position += new Vector2(0, -scrollSpeed) * (float)gameTime.ElapsedGameTime.TotalMilliseconds; //} //else if (Input.KeyDown(Keys.Down)) //{ // camera.Position += new Vector2(0, scrollSpeed) * (float)gameTime.ElapsedGameTime.TotalMilliseconds; //} //if (Input.KeyDown(Keys.Left)) //{ // camera.Position += new Vector2(-scrollSpeed, 0) * (float)gameTime.ElapsedGameTime.TotalMilliseconds; //} //else if (Input.KeyDown(Keys.Right)) //{ // camera.Position += new Vector2(scrollSpeed, 0) * (float)gameTime.ElapsedGameTime.TotalMilliseconds; //} if (Input.KeyDown(Keys.D1)) { WorldTimer.CurrentTimeOfDay = TimeOfDay.Morning; } else if (Input.KeyDown(Keys.D2)) { WorldTimer.CurrentTimeOfDay = TimeOfDay.Day; } else if (Input.KeyDown(Keys.D3)) { WorldTimer.CurrentTimeOfDay = TimeOfDay.Afternoon; } else if (Input.KeyDown(Keys.D4)) { WorldTimer.CurrentTimeOfDay = TimeOfDay.Night; } worldMap.Update(gameTime); camera.SetCustomMatrix(Game1.Monitor.GetTransformationMatrix()); camera.Update(gameTime); return(true); } return(false); }