/// <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 base.Update(gameTime); TimeManager.Update(gameTime); InputManager.Update(); base.Update(gameTime); TimeManager.Update(gameTime); InputManager.Update(); _time += (float)TimeManager.ElapsedGameTime; if (InputManager.IsKeyDown(Keys.Left)) { _radius += 5f; } if (InputManager.IsKeyDown(Keys.Right)) { _radius -= 5f; } if (InputManager.IsKeyDown(Keys.Down)) { _speed -= 0.1f; } if (InputManager.IsKeyDown(Keys.Up)) { _speed += 0.1f; } if (InputManager.IsKeyDown(Keys.LeftAlt)) { _wobbling -= 0.1f; } if (InputManager.IsKeyDown(Keys.LeftControl)) { _wobbling += 0.1f; } spriteAnimator.AnimateSpiralSinusoidal(_radius, _time, _speed, _wobbling); base.Update(gameTime); }