Update() public method

public Update ( ) : void
return void
コード例 #1
0
 // Update is called once per frame
 void Update()
 {
     if (m_cameraMode != null)
     {
         m_cameraMode.Update();
     }
 }
コード例 #2
0
 // Update is called once per frame
 public override void Update()
 {
     if (mCamMode != null)
     {
         mCamMode.Update();
     }
 }
コード例 #3
0
 /// <summary>
 /// Updates the Camera and CameraMode
 /// </summary>
 /// <param name="gt"></param>
 public void Update(GameTime gt)
 {
     // Make mode isn't null
     if (CameraMode != null)
     {
         // Center the Camera
         if (CenterOnObject)
         {
             // If your camera is breaking this is likely why, if your game is in fullscreen.
             // If you find this, please alert me.
             Target -= new Vector2(_scene.GameWindow.ClientBounds.Width / 2,
                                   _scene.GameWindow.ClientBounds.Height / 2);
         }
         // Update the Camera Mode
         CameraMode.Update(Target, gt);
     }
     // Is clamping enabled?
     if (ClampingEnabled)
     {
         // Create 2 float variables, x and y
         float x = Position.X, y = Position.Y;
         // let the clamping magic begin!
         x = MathHelper.Clamp(x, MinClampX, MaxClampX);
         y = MathHelper.Clamp(y, MinClampY, MaxClampY);
         // and set the position...
         Position = new Vector2(x, y);
     }
     // Lets just make sure to make sure our position is a type of Int so no weird drawing happens!
     Position = new Vector2((int)Position.X, (int)Position.Y);
 }