/// <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) { mouseState = Mouse.GetState(); keyboardState = Keyboard.GetState(); if (keyboardState != oldKeyboardState) { //import config-data if (keyboardState.IsKeyDown(Keys.I)) { session.LoadGameValues(); } //reload map/game else if (keyboardState.IsKeyDown(Keys.R)) { session = new Classes.Session(graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight); } else if (keyboardState.IsKeyDown(Keys.OemPlus) || keyboardState.IsKeyDown(Keys.Add)) { Globals.tile_stretch_factor++; if (Globals.tile_stretch_factor > 5) { Globals.tile_stretch_factor = 5; } } else if (keyboardState.IsKeyDown(Keys.OemMinus) || keyboardState.IsKeyDown(Keys.Subtract)) { Globals.tile_stretch_factor--; if (Globals.tile_stretch_factor < 1) { Globals.tile_stretch_factor = 1; } } else if (keyboardState.IsKeyDown(Keys.P)) { paused = !paused; session.Pause(); } } oldKeyboardState = keyboardState; oldMouseState = mouseState; if (!paused) { session.Update(keyboardState, mouseState, gameTime); } base.Update(gameTime); }