/// <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(); } world.Step((float)gameTime.ElapsedGameTime.TotalSeconds); // TODO: Add your update logic here KeyboardState keyboardState = Keyboard.GetState(); if (keyboardState.IsKeyDown(Keys.Space) && !prevKeyboardState.IsKeyDown(Keys.Space)) { SpawnCrate(); } if (keyboardState.IsKeyDown(Keys.A)) { player.Move(Movement.L); } if (keyboardState.IsKeyDown(Keys.D)) { player.Move(Movement.R); } if (keyboardState.IsKeyDown(Keys.W)) { player.Move(Movement.U); } if (keyboardState.IsKeyDown(Keys.S)) { player.Move(Movement.D); } if (keyboardState.IsKeyDown(Keys.E)) { player.Move(Movement.J); } player.thing.m_body.Rotation = m_gravity.angle; player.Update(m_gravity); prevKeyboardState = keyboardState; ButtonState b = Mouse.GetState().RightButton; if (!dragging) { if (b == ButtonState.Pressed) { dragging = true; gravityBegin = new Vector2(Mouse.GetState().X, Mouse.GetState().Y); } } if (b == ButtonState.Released && dragging) { if (gravityBegin != new Vector2(Mouse.GetState().X, Mouse.GetState().Y)) { dragging = false; gravityEnd = new Vector2(Mouse.GetState().X, Mouse.GetState().Y); Vector2 gravityDirection = gravityEnd - gravityBegin; m_gravity.direction = gravityDirection; } } m_camera.Update(gameTime); for (int i = 0; i < m_platforms.Count; i++) { m_platforms[i].Update(); } base.Update(gameTime); }