public override void Update(GameTime gameTime) { base.Update(gameTime); MusicManager.Update(); GameMouse.Update(gameTime); Camera.Update(gameTime); foreach (BaseScreen screen in ScreensToAdd) { Screens.Add(screen); } ScreensToAdd.Clear(); foreach (BaseScreen screen in Screens) { // Update before handling input - otherwise if we select something the WhileSelected method will be called straightaway, which is usually undesired if (screen.Active) { screen.Update(gameTime); } } foreach (BaseScreen screen in ScreensToRemove) { Screens.Remove(screen); } ScreensToRemove.Clear(); }
/// <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) { GameMouse.Update(gameTime); GameKeyboard.Update(gameTime); _homeStateGUI.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) { GameMouse.Update(); GameKeyboard.Update(); _state.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) { GameMouse.Update(); GameKeyboard.Update(); _battleGUI.Update(gameTime, new System.Collections.Generic.List <Lib.Models.UnitModel>()); 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) { base.Update(gameTime); GameKeyboard.Update(gameTime); GameMouse.Update(gameTime); if (GameKeyboard.IsKeyPressed(Microsoft.Xna.Framework.Input.Keys.G)) { Settings.ShowCollidingBoxes = !Settings.ShowCollidingBoxes; } }
/// <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) { GameMouse.Update(gameTime); GameKeyboard.Update(gameTime); switch (_currentState) { case RoamingState roamingState: //if (roamingState.EnterBattle) //{ // roamingState.EnterBattle = false; // _transition.Start(); //} //if (_transition.State == Transition.States.Middle) //{ // _currentState = new BattleState(_gameModel, _players); // _currentState.LoadContent(); //} break; //case BattleState battleState: // if (battleState.BattleFinished) // { // if (!(_transition is FourCornersTransition)) // _transition = new FourCornersTransition(_gameModel); // _transition.Start(); // } // if (_transition.State == Transition.States.Middle) // { // _currentState = new AfterBattleState(_gameModel, _players); // _currentState.LoadContent(); // } // break; //case AfterBattleState afterBattleState: // if (afterBattleState.Continue) // { // _transition.Start(); // } // if (_transition.State == Transition.States.Middle) // { // _currentState = new RoamingState(_gameModel, _players); // _currentState.LoadContent(); // } // break; case OpeningState openingState: if (openingState.State == OpeningState.States.Fade) { _transition.Start(); } if (_transition.State == Transition.States.Middle) { _currentState = new BattleState(_gameModel, _players, new List <string>() { "Glenda: Any reason why you're completely nude, and surrounded by vampire snakes?", "Nude man: A really fun night I guess..?", "Glenda: Uugh. Just kill them!", }); _currentState.LoadContent(); } break; default: //throw new Exception("Unexpected state: " + _currentState.ToString()); break; } _transition.Update(gameTime); _currentState.Update(gameTime); base.Update(gameTime); }