/// <summary> /// Allows the game component to update itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> public override void Update(GameTime gameTime) { float seconds = (float)gameTime.ElapsedGameTime.TotalSeconds; KeyboardState keyState = Keyboard.GetState(); player.KeyState = keyState; player.Update(seconds); for (int i = 0; i < sprites.Count; i++) { ISceneObject s1 = sprites[i]; if (s1 != null) { s1.Update(seconds); Collide((ISceneObject)player, s1); for (int j = i; j < sprites.Count; j++) { ISceneObject s2 = sprites[j]; if (s2 != null) { Collide(s1, s2); } } } } base.Update(gameTime); }
/// <summary> /// Allows the game component to update itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> public override void Update(GameTime gameTime) { float seconds = (float)gameTime.ElapsedGameTime.TotalSeconds; KeyboardState keyState = Keyboard.GetState(); secondsToNextMeteor -= seconds; if (secondsToNextMeteor <= 0) { secondsToNextMeteor = 10; AddSceneObject <Meteor>(); } player.KeyState = keyState; player.Update(seconds); for (int i = 0; i < sprites.Count; i++) { ISceneObject s = sprites[i]; if (s != null) { s.Update(seconds); } } base.Update(gameTime); }
private void SyncReceivedObject(ISceneObject o, NetIncomingMessage msg) { o.Update(msg.SenderConnection.AverageRoundtripTime / 2); }