public void Update() { lastTime = currentTime; currentTime = stopwatch.ElapsedMilliseconds; deltaTime = (currentTime - lastTime) / 1000.0f; timer += deltaTime; if (timer >= 1) { fps = frames; frames = 0; timer -= 1; } frames++; //Update game objects here m_Level.Update(deltaTime); m_Level.UpdateTransforms(); CollisionManager.CheckCollision(); }
public override void Update(float _deltatime) { m_MousePosition = GetMousePosition().ToVector2(); currentGlobalPos = GetGlobalPosition(); targetDirection = m_MousePosition - currentGlobalPos; targetDirection.Normalise(); float rotation = 0.0f; if (IsKeyDown(KeyboardKey.KEY_RIGHT)) { rotation += m_TurretTurnSpeed * _deltatime; } if (IsKeyDown(KeyboardKey.KEY_LEFT)) { rotation -= m_TurretTurnSpeed * _deltatime; } if (IsKeyPressed(KeyboardKey.KEY_SPACE)) { FireGun(); CollisionManager.AddObject(m_Bullet); } Matrix3 rotationMatrix = new Matrix3(); rotationMatrix.SetRotateZ(rotation); m_LocalTransform = m_LocalTransform * rotationMatrix; m_Bullet.Update(_deltatime); m_Bullet.UpdateTransforms(); m_Bullet.SetRotation(rotation); base.Update(_deltatime); }
public void Update() { #region DeltaTime lastTime = currentTime; currentTime = stopwatch.ElapsedMilliseconds; deltaTime = (currentTime - lastTime) / 1000.0f; timer += deltaTime; if (timer >= 1) { fps = frames; frames = 0; timer -= 1; } frames++; #endregion //Update game objects here m_Level.Update(deltaTime); m_Level.UpdateTransforms(); //Check collision after all objects have been updated CollisionManager.CheckCollision(); }
public void Destroy() { SetAlive(false); CollisionManager.RemoveObject(this); }