/// <summary> /// Allows the game component to update itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> public override void Update(GameTime gameTime) { ICamera camera = (ICamera)Game.Services.GetService(typeof(ICamera)); Matrix objectMatrix = Matrix.CreateRotationX(0) * Matrix.CreateRotationY(0) * Matrix.CreateTranslation(0.0f, 155.0f, 0.0f); Matrix renderMatrix = Matrix.CreateScale(0.0080f); renderMatrix = objectMatrix * renderMatrix; castle0.Update(gameTime, renderMatrix, camera.ViewMatrix, camera.ProjectionMatrix); castle1.Update(gameTime, renderMatrix, camera.ViewMatrix, camera.ProjectionMatrix); castle2.Update(gameTime, renderMatrix, camera.ViewMatrix, camera.ProjectionMatrix); castle3.Update(gameTime, renderMatrix, camera.ViewMatrix, camera.ProjectionMatrix); castle4.Update(gameTime, renderMatrix, camera.ViewMatrix, camera.ProjectionMatrix); castle5.Update(gameTime, renderMatrix, camera.ViewMatrix, camera.ProjectionMatrix); base.Update(gameTime); }
/// <summary> /// Allows the game component to update itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> public override void Update(GameTime gameTime) { ICamera camera = (ICamera)Game.Services.GetService(typeof(ICamera)); Matrix objectMatrix = Matrix.CreateRotationX(0) * Matrix.CreateRotationY(0) * Matrix.CreateTranslation(0.0f, 0.0f, 0.0f); Matrix renderMatrix = Matrix.CreateScale(0.0080f); renderMatrix = objectMatrix * renderMatrix; theGround.Update(gameTime, renderMatrix, camera.ViewMatrix, camera.ProjectionMatrix); theRiver.Update(gameTime, renderMatrix, camera.ViewMatrix, camera.ProjectionMatrix); objectMatrix = Matrix.CreateRotationX(0) * Matrix.CreateRotationY(0) * Matrix.CreateTranslation(0.0f, 50.0f, 0.0f); renderMatrix = Matrix.CreateScale(0.0080f); renderMatrix = objectMatrix * renderMatrix; theTrees.Update(gameTime, renderMatrix, camera.ViewMatrix, camera.ProjectionMatrix); theShrooms.Update(gameTime, renderMatrix, camera.ViewMatrix, camera.ProjectionMatrix); base.Update(gameTime); }