/// <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 HandleInput(); if (map.MapReload) { map.ReloadMap(); map.UpdateMapViewport(gameplayArea); tank.Reset(); pathFinder.Reset(); } if (pathFinder.SearchStatus == SearchStatusEnum.PathFound && !tank.Moving) { foreach (Point point in pathFinder.FinalPath()) { tank.Waypoints.Enqueue(map.MapToWorld(point, true)); } tank.Moving = true; } pathFinder.Update(gameTime); tank.Update(gameTime); 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) { HandleInput(); if (map.MapReload) { map.ReloadMap(); map.UpdateMapViewport(gameplayArea); tank.Reset(); pathFinder.Reset(); } if (pathFinder.SearchStatus == SearchStatus.PathFound && !tank.Moving) { foreach (Point point in pathFinder.FinalPath()) { tank.Waypoints.Enqueue(map.MapToWorld(point, true)); } tank.Moving = true; } pathFinder.Update(gameTime); tank.Update(gameTime); base.Update(gameTime); }