protected override void Update(GameTime gameTime) { Sound.Update(); Music.Play("music1"); QuakeManager.Update(); ControlInput.Update(); FrameTime = (float)gameTime.ElapsedGameTime.TotalSeconds; if (SlowTime > 0f) { SlowTime -= FrameTime; FrameTime /= 10f; } switch (GameMode) { case GameModes.Playing: UpdateGame(); break; case GameModes.Menu: if (Menu.MenuMode == MenuMode.Dead) { var pTime = FrameTime; FrameTime /= 3f; UpdateGame(); FrameTime = pTime; } Menu.Update(this); break; } 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) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) { this.Exit(); } Sound.Update(); Music.Play("music1"); QuakeManager.Update(); frameTime = (float)gameTime.ElapsedGameTime.TotalSeconds; NetPlay.NetGame.FrameTime = FrameTime; frameTime *= 1.5f; if (SlowTime > 0f) { SlowTime -= FrameTime; frameTime /= 10f; } NetPlay.Update(character, pManager); store.Update(); switch (gameMode) { case GameModes.Playing: UpdateGame(); break; case GameModes.Menu: if (menu.menuMode == Menu.MenuMode.Dead) { float pTime = FrameTime; frameTime /= 3f; UpdateGame(); frameTime = pTime; } menu.Update(this); break; } base.Update(gameTime); }