public void Update(GameTime gameTime) { KeyboardObject.Update(); MouseObject.Update(); Vector2 movement = Vector2.Zero; if (state == HeroState.ISBLINK) { _blinktime += gameTime.ElapsedGameTime.TotalSeconds; if (_blinktime >= 1.0f) { state = HeroState.NORMAL; _blinktime = 0.0f; } } UpdateKyeboardAndMouce(ref movement); CheckCanMove(); _sprite.Position += movement; UpdateRay(movement); UpdateAnimation(gameTime); _weapon.SetRotation(MouseObject.Position + (Camera2D.GetInstance().Position - new Vector2(600, 450))); _weapon.Updata(); _sprite.Update(); }
protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) { this.Exit(); } mouse.Update(); keyboard.Update(); HandleInput(keyboard.Key(Keys.LeftShift) ? WriteMode.Tone : WriteMode.Wall); if (!keyboard.Key(Keys.P)) { simulator.Simulate(1f / 30, keyboard.Key(Keys.O) ? 1 : 60); } base.Update(gameTime); }