/// <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(); } _inputListner.Update(gameTime); _previousKeyboardState = _currentKeyboardState; _previousMouseState = _currentMouseState; _previousGamePadState = _currentGamePadState; _currentGamePadState = GamePad.GetState(PlayerIndex.One); _currentKeyboardState = Keyboard.GetState(); _currentMouseState = Mouse.GetState(); UpdatePlayer(gameTime); _bgLayer1.Update(gameTime); _bgLayer2.Update(gameTime); UpdateEnemies(gameTime); UpdateCollision(); UpdateLaserBeams(gameTime); UpdateExplosions(gameTime); base.Update(gameTime); }
public override void Update(GameTime gameTime) { _fsm.PerformLogic(gameTime, _gameInfo); _konami.Update(Keyboard.GetState(), _konami.i, _konami); _teleport.Update(Keyboard.GetState(), _teleport.i, _teleport); base.Update(gameTime); if (_previousAdminMode == Constants.Editing.IsAdminMode || !_gameStarted) { return; } _previousAdminMode = Constants.Editing.IsAdminMode; if (_previousAdminMode) { HUDSystem.Add(_debugWidget); } else { HUDSystem.Remove(_debugWidget); } }