public static bool UpdateGameLogic(CKeys Keys, CMouse Mouse) { bool _Run = true; _Cursor.CursorVisible = Mouse.Visible; Mouse.CopyEvents(); Keys.CopyEvents(); CSound.Update(); CBackgroundMusic.Update(); CInput.Update(); if (CConfig.CoverLoading == ECoverLoading.TR_CONFIG_COVERLOADING_DYNAMIC && _CurrentScreen != EScreens.ScreenSing) { CSongs.LoadCover(30L, 1); } if (CSettings.GameState != EGameState.EditTheme) { _Run &= HandleInputs(Keys, Mouse); _Run &= Update(); } else { _Run &= HandleInputThemeEditor(Keys, Mouse); _Run &= Update(); } return(_Run); }
public static void Update() { g_GlobalVars.Update(); pLocal.Update(); g_EntityList.Update(); g_GlowObjectManager.Update(); g_Input.Update(); g_WeaponTable.Update(); }
protected override void Update(GameTime gameTime) { if (GlobalSetting.IsExit) { this.Exit(); } m_Input.Update(); if (m_Input.KeyDown(Keys.Pause)) { m_IsPause = !m_IsPause; } if (!m_IsPause) { StateManager.getInst().HandleInput(gameTime, m_Input); StateManager.getInst().Update(gameTime); } base.Update(gameTime); }