protected override void Update(GameTime gameTime) { PerformanceManager.StartStopwatch(PerformanceStopwatchType.GlobalFrame); PerformanceManager.StartStopwatch(PerformanceStopwatchType.GlobalUpdate); HandleKeyboardInputs(); base.Update(gameTime); if (Pause && !_computeNextFrame) { return; } MusicManager.Update(gameTime); Camera.Update(gameTime); ScreenManager.Update(gameTime); GuiManager.Update(gameTime); SpriteBatchManager.Update(gameTime); GameManager.Update(gameTime); PerformanceManager.StartStopwatch(PerformanceStopwatchType.PerformanceManagerUpdate); PerformanceManager.Update(gameTime); PerformanceManager.StopStopwatch(PerformanceStopwatchType.PerformanceManagerUpdate); PerformanceManager.StopStopwatch(PerformanceStopwatchType.GlobalUpdate); }
/// <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 void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || exitGame) { this.Exit(); } if (GamePad.GetState(PlayerIndex.One).Triggers.Right > 0.00001f) { _zoom = 1.5f; } if (GamePad.GetState(PlayerIndex.One).Triggers.Left > 0.00001f) { _zoom = 1f; } cam.UpdateCameraZoom(_zoom, gameTime); bloom.UpdateBloom(bloomIntensityIndex, gameTime); InputHelper.UpdateStates(); GameManager.Update(gameTime); SoundManager.Update(); MusicManager.Update(); base.Update(gameTime); }
public override void Updated() { if (Input.GetKeyDown(KeyCode.Escape)) { SceneManager.sceneMgr.ChangeScene(SceneState.DIFFICULTY); } musicMgr.Update(); }
public void Update() { if (mStatus == PlayerStatus.Playing) { mTime++; } mMainCharacter.ControllerState = mGame.ControllerA; mMusicManager.Update(); }
public static void Update(GameTime gameTime) { GameTime = gameTime; KeyBoardHandler.Update(); ControllerHandler.Update(); BaseConnectScreen.UpdateConnectSet(); if (!GameInstance.IsActive) { if (CurrentScreen.CanBePaused) { Core.SetScreen(Screen.CreatePauseScreen(CurrentScreen)); } } else { if (KeyBoardHandler.KeyPressed(KeyBindings.Escape) || ControllerHandler.ButtonDown(Buttons.Start)) { CurrentScreen.EscapePressed(); } } CurrentScreen?.Update(gameTime); if (CurrentScreen.CanChat) { if (KeyBoardHandler.KeyPressed(KeyBindings.Chat) || ControllerHandler.ButtonPressed(Buttons.RightShoulder)) { if (BaseJoinServerScreen.Online || Player.SandBoxMode || GameController.IS_DEBUG_ACTIVE) { SetScreen(Screen.CreateChatScreen((CurrentScreen))); } } } MainGameFunctions.FunctionKeys(); MusicManager.Update(gameTime); GameMessage.Update(); Controls.MakeMouseVisible(); MouseHandler.Update(); LoadingDots.Update(); ForcedCrash.Update(); ServersManager.Update(); }
protected override void Update(GameTime gameTime) { KeyMouseReader.Update(); Variables.Update(); TotalScore = KillBonus + HealthBonus + LevelBonus; MusicManager.Update(gameTime); switch (GameState) { case GameStateEnum.MainMenu: MainMenuManager.Update(gameTime); break; case GameStateEnum.GameActive: GamePlayManager.Update(gameTime); break; case GameStateEnum.HighScoreView: HighScoreDisplay.Update(gameTime); break; case GameStateEnum.Story: StoryMode.Update(gameTime); break; case GameStateEnum.GameOver: GameOverManager.Update(gameTime); break; case GameStateEnum.Pause: PauseManager.Update(gameTime); break; case GameStateEnum.MapMaker: MapMakerManager.Update(gameTime); break; case GameStateEnum.LevelSelector: LevelSelectorManager.Update(gameTime); break; default: throw new ArgumentOutOfRangeException(); } ButtonManager.Update(gameTime); base.Update(gameTime); }
/// <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 (_oldState.IsKeyDown(Keys.M) && Keyboard.GetState().IsKeyUp(Keys.M) && Keyboard.GetState().IsKeyDown(Keys.LeftControl)) { MediaPlayer.IsMuted = !MediaPlayer.IsMuted; } if (_oldState.IsKeyDown(Keys.F1) && Keyboard.GetState().IsKeyUp(Keys.F1)) { _musicManager.FadeOut(); } if (_oldState.IsKeyDown(Keys.F2) && Keyboard.GetState().IsKeyUp(Keys.F2)) { _musicManager.FadeIn(); } _themeManager.Update(gameTime); _musicManager.Update(gameTime); _screenManager.Update(gameTime); _oldState = Keyboard.GetState(); }
public void Update() { musicManager.Update(); fxManager.Update(); }
protected override void OnUpdate(GameTime gameTime) { musicManager.Update(gameTime); onbeat = musicManager.CheckBeat(); base.OnUpdate(gameTime); }