/// <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) { _entityComponentSystem.Update(gameTime); _camera.LookAt(_entityComponentSystem.GetEntity("Player").Position); _mapRenderer.Update(_map, 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(); } esc.Update(gameTime); base.Update(gameTime); }
protected override void Update(GameTime gameTime) { var keyboardState = Keyboard.GetState(); if (keyboardState.IsKeyDown(Keys.Escape)) { Exit(); } base.Update(gameTime); _ecs.Update(gameTime); }
protected override void Update(GameTime gameTime) { var keyboard = Keyboard.GetState(); var gamePadState = GamePad.GetState(PlayerIndex.One); if (gamePadState.Buttons.Back == ButtonState.Pressed || keyboard.IsKeyDown(Keys.Escape)) { Exit(); } _fpsCounter.Update(gameTime); _ecs.Update(gameTime); }
public override void Update(GameTime gameTime) { base.Update(gameTime); _entityComponentSystem.Update(gameTime); }