/// <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(); } InputManager.Update(); Time.Update(gameTime); GameObject2d.UpdateObjects(); // Just to prove I can //map.Layers.First().Value.Opacity = (float)(Math.Cos(Math.PI * (gameTime.TotalGameTime.Milliseconds * 4) / 10000)); if (InputManager.IsKeyDown(Keys.Up)) { b.X += 0.01f; b.Y += 0.01f; } if (InputManager.IsKeyDown(Keys.Down) && b.Length() > 0) { b.X -= 0.01f; b.Y -= 0.01f; } base.Update(gameTime); }
/// <param name="gameTime">Provides a snapshot of timing values.</param> public override void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) { InputManager.Update(); Time.Update(gameTime); GameObject2d.UpdateObjects(); // Testing screen stuff if (InputManager.IsKeyDown(Keys.Up)) { b.X += 0.01f; b.Y += 0.01f; } if (InputManager.IsKeyDown(Keys.Down) && b.Length() > 0) { b.X -= 0.01f; b.Y -= 0.01f; } if (InputManager.IsKeyPressed(Keys.F)) { (ScreenManager.Game as Main).graphics.ToggleFullScreen(); } }