protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } animatedSprite.Update(); base.Update(gameTime); }
public override void Update(GameTime pGameTime) { base.Update(pGameTime); if (Game1.Instance.InputManager.Pressed(Input.Back)) /*prioritise the exit button*/ { quit = true; // Exit(); instance poped out in GamescreenManager } sonicSprite.Update(pGameTime); }
/// <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 playerSprite.Update(); 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 (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } // TODO: Add your update logic here playerSprite.Update(); fire.Update(); var state = Keyboard.GetState(); int speed = 200; var viewMatrix = camera.GetViewMatrix(); int speedForSprites = (int)(speed * viewMatrix.Scale.X); if (state.IsKeyDown(Keys.A)) { position.X -= speed * gameTime.ElapsedGameTime.Milliseconds / 1000.0f; } if (state.IsKeyDown(Keys.D)) { position.X += speed * gameTime.ElapsedGameTime.Milliseconds / 1000.0f; } if (state.IsKeyDown(Keys.S)) { position.Y += speed * gameTime.ElapsedGameTime.Milliseconds / 1000.0f; } if (state.IsKeyDown(Keys.W)) { position.Y -= speed * gameTime.ElapsedGameTime.Milliseconds / 1000.0f; } fire.MoveUpdate(gameTime, speedForSprites); fire1.MoveUpdate(gameTime, speedForSprites); fire2.MoveUpdate(gameTime, speedForSprites); fire3.MoveUpdate(gameTime, speedForSprites); stone.MoveUpdate(gameTime, speedForSprites); camera.LookAt(position); mapRenderer.Update(map, gameTime); base.Update(gameTime); }
public void Update(float deltaTime) { Vector2 position = sprite.position; if (Keyboard.GetState().IsKeyDown(Keys.D) == true) { position.X += 2; } if (Keyboard.GetState().IsKeyDown(Keys.A) == true) { position.X -= 2; } if (Keyboard.GetState().IsKeyDown(Keys.W) == true) { position.Y -= 1; } if (Keyboard.GetState().IsKeyDown(Keys.S) == true) { position.Y += 1; } sprite.position = position; sprite.Update(deltaTime); }
public void Update(float deltaTime) { sprite.Update(deltaTime); }