protected override void LoadContent( ) { Debug.Print("Engine Initialized!"); Debug.Print("Loading Content..."); PHYSICS_WORLD.Clear( ); //create sprite batch m_SpriteBatch = new SpriteBatch(GraphicsDevice); Debug.Print("Engine Ready!"); }
protected override void Update(GameTime gameTime) { var deltaTime = ( float )gameTime.ElapsedGameTime.TotalSeconds; if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState( ).IsKeyDown(Keys.Escape)) { Exit( ); } //Do Physics step PHYSICS_WORLD.Step(Math.Min(( float )gameTime.ElapsedGameTime.TotalSeconds, (1f / 30f))); //Dispatch Physics Events if (OnPhysicsUpdate != null) { OnPhysicsUpdate(PHYSICS_WORLD); } //Update loaded scene WorldManager.Update(gameTime); base.Update(gameTime); }