/// <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) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) { this.Exit(); } GamePadState currentState = GamePad.GetState(PlayerIndex.One); // Process input only if connected. if (currentState.IsConnected) { // Increase vibration if the player is tapping the A button. // Subtract vibration otherwise, even if the player holds down A if (currentState.Buttons.Y == ButtonState.Pressed && resetLevel == false) { camX = camY = 0; nextLevel(); resetLevel = true; } else if (currentState.Buttons.Y != ButtonState.Pressed) { resetLevel = false; } } // TODO: Add your update logic here KeyboardState keyState = Keyboard.GetState(); if (keyState.IsKeyUp(Keys.R)) { resetLevel = false; } if (keyState.IsKeyDown(Keys.R) && resetLevel == false) { camX = camY = 0; nextLevel(); resetLevel = true; } if (keyState.IsKeyDown(Keys.Q)) { UnloadContent(); } if (keyState.IsKeyDown(Keys.Left)) { MyCircle.keyPressed(Keys.Left); } else if (keyState.IsKeyDown(Keys.Right)) { MyCircle.keyPressed(Keys.Right); } if (keyState.IsKeyDown(Keys.Up)) { MyCircle.keyPressed(Keys.Up); } if (keyState.IsKeyDown(Keys.R)) { //this.Run(); //Initialize(); } /*if (keyState.IsKeyDown(Keys.Down)) * { * MyCircle.keyPressed(Keys.Down); * }*/ if (MyCircle.starStatus() || MyCircle2.starStatus() || MyCircle3.starStatus() || MyCircle4.starStatus()) { nextLevel(); } MyCircle.update(); MyCircle2.update(); MyCircle3.update(); MyCircle4.update(); base.Update(gameTime); }