protected override void Update(GameTime gameTime) { // TODO: Add your update logic here m_screenManager.ChangeBetweenScreens(); m_screenManager.HandleInput(gameTime); m_screenManager.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) { //if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) // Exit(); //if (Keyboard.GetState().IsKeyDown(Keys.F11)) // SwitchScreenResolution(!_isFullScreen); gameScreenManager.ChangeBetweenScreens(); gameScreenManager.HandleInput(gameTime); gameScreenManager.Update(gameTime); base.Update(gameTime); }
protected override void Update(GameTime gameTime) { if (lastDay != DateTime.Now.Day) { switch (DateTime.Now.Month) { case 1: theme = "Winter"; break; case 2: if (DateTime.Now.Day != 14) { theme = "Winter"; } else { theme = "Valentines"; } break; case 3: theme = "Spring"; break; case 4: theme = "Spring"; break; case 5: theme = "Spring"; break; case 6: theme = "Summer"; break; case 7: theme = "Summer"; break; case 8: theme = "Summer"; break; case 9: theme = "Autumn"; break; case 10: if (DateTime.Now.Day != 31) { theme = "Autumn"; } else { theme = "Halloween"; } break; case 11: theme = "Autumn"; break; case 12: theme = "Winter"; break; } if (DateTime.Now.DayOfWeek == DayOfWeek.Friday && DateTime.Now.Day == 13) { theme = "Friday the 13th"; } lastDay = DateTime.Now.Day; } input.HandleInput(); if (!paused) { delta = (float)gameTime.ElapsedGameTime.TotalSeconds; screenManager.ChangeBetweenScreens(); screenManager.HandleInput(gameTime); Color color = Color.White; Vector4 colorAttractor = new Vector4(0, 0, 0, 0); switch (theme) { case "Winter": color = new Color(255, 255, 255, 255); colorAttractor = new Vector4(0, 0, 0, -128); break; case "Valentines": color = new Color(188, 13, 53); colorAttractor = new Vector4(-26, 0, -23, 0); break; case "Halloween": color = new Color(239, 140, 17); colorAttractor = new Vector4(-16, -62, 40, 0); break; case "Friday the 13th": color = new Color(239, 22, 58, 255); colorAttractor = new Vector4(-159, 17, 177, -128); break; case "Summer": color = new Color(243, 255, 226, 255); colorAttractor = new Vector4(0, 0, 0, -128); break; case "Spring": color = new Color(179, 246, 255); colorAttractor = new Vector4(76, 9, 0, -90); break; case "Autumn": color = new Color(4, 99, 128); colorAttractor = new Vector4(0, 0, 0, 0); break; default: color = new Color(128, 255, 255, 255); colorAttractor = new Vector4(50, -128, 0, 0); break; } particleSystem.Emitter(new Rectangle(0, 0, (int)screenSize.X, (int)screenSize.Y), 0, 360, 0.4f, 0.1f, 1, (float)gameTime.TotalGameTime.TotalMilliseconds + 2500, 2500, color, colorAttractor, (float)gameTime.TotalGameTime.TotalMilliseconds, 4, 4); particleSystem.Update(gameTime); } base.Update(gameTime); if (Input.Button3IsPressed && Input.Button4IsPressed && !reset) { pressedTime += (float)gameTime.ElapsedGameTime.TotalMilliseconds; if (pressedTime > 2000) { Reset(); pressedTime = 0; reset = true; } } if (!Input.Button3IsPressed && !Input.Button4IsPressed) { reset = false; } screenManager.Update(gameTime); }