コード例 #1
0
        /// <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();
            }

            double realGameTime = gameTime.ElapsedGameTime.Milliseconds;

            _managerInput.Update(realGameTime);
            _managerScreen.Update(realGameTime);

            base.Update(gameTime);
        }
コード例 #2
0
ファイル: Game1.cs プロジェクト: BTKY/SpeedCodingNetworkGame
        /// <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();
            }

            // TODO: Add your update logic here

            _managerNetwork.Update();
            _managerInput.Update(gameTime.ElapsedGameTime.Milliseconds);
            _managerPlayers.Update(gameTime.ElapsedGameTime.Milliseconds);
            _managerEnemies.Update(gameTime.ElapsedGameTime.Milliseconds);
            base.Update(gameTime);
        }
コード例 #3
0
ファイル: MyGame.cs プロジェクト: Lysfith/Zelda-MonoGame
        /// <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();
            }

            _managerInput.Update(gameTime.ElapsedGameTime.Milliseconds);
            _managerMap.Update(gameTime.ElapsedGameTime.Milliseconds);
            _managerCamera.Update(gameTime.ElapsedGameTime.Milliseconds);
            _player.Update(gameTime.ElapsedGameTime.Milliseconds);
            _pnj1.Update(gameTime.ElapsedGameTime.Milliseconds);
            _enemy1.Update(gameTime.ElapsedGameTime.Milliseconds);

            base.Update(gameTime);
        }