/// <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(); } // TODO: Add your update logic here _managerNetwork.Update(); _managerInput.Update(gameTime.ElapsedGameTime.Milliseconds); _managerPlayers.Update(gameTime.ElapsedGameTime.Milliseconds); _managerEnemies.Update(gameTime.ElapsedGameTime.Milliseconds); base.Update(gameTime); }
protected override void Update(GameTime gameTime) { if (Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } managerMouse.Update(); managerUnits.Update(); managerEnemies.Update(); managerBuildings.Update(); managerUI.Update(); managerCombat.Update(); if (IsActive) { camera.Update(gameTime); } base.Update(gameTime); }
public override void Update() { //if (IsActive) Warcraft.camera.Update(); if (start) { managerPlayerUnits.Update(); if (Battleship.move) { increment += 1; if (fadeOut < 0.8f) { fadeOut += (float)Math.Pow(1.05, increment) / 100; } if (fadeOut > 0.6) { managerMouse.Update(); showSummary = true; } } else { managerMouse.Update(); managerPlayerBuildings.Update(); managerUI.Update(); managerEnemies.Update(); managerCombat.Update(); } } else { managerMouse.Update(); } }