/// <summary> /// Update the world /// </summary> /// <param name="frameStepTime">Provides a snapshot of timing values.</param> public override ScreenElement Update(TimeSpan frameStepTime) { // All chunks and skydome are updated chunkManager.CheckForChunkUpdates(frameStepTime, player.playerData.position); skydome.UpdateTimeOfDay(frameStepTime.TotalSeconds, skydomeEffect); // Camera collision check Vector2 playerMoveVector = new Vector2( playerCamera.worldMatrix.Forward.X, playerCamera.worldMatrix.Forward.Z ); // First move the player player.Update(frameStepTime, playerMoveVector, chunkManager); // Keep the sky camera position at the origin playerCamera.SetChaseTarget(player.playerData.position + new Vector3(0, 1.5f, 0)); skydomeCamera.SetChaseTarget(Vector3.Zero); // Update camera movement playerCamera.Update(frameStepTime); skydomeCamera.Update(frameStepTime); // Update debug info debugStats.vertexCount = vertexCount; debugStats.chunksAdded = chunkManager.ChunksAdded; debugStats.chunksLoaded = chunkManager.voxelCache.voxels.Count;// ChunksLoaded; debugStats.cameraPos = playerCamera.position; debugStats.playerPos = player.playerData.position; debugStats.timeOfDay = skydome.RelativeTimeOfDay; return(base.Update(frameStepTime)); }
private void UpdateDetails(GameTime gameTime) { _info.Update(gameTime); _playerCharacter.Update(gameTime); _playerCamera.Update(gameTime); _currentMap.Update(gameTime); _ui.Update(gameTime); }
public void Update(GameTime gameTime) { var timer = (float)gameTime.ElapsedGameTime.TotalSeconds; Box = new Rectangle((int)Position.X - (int)Size.X / 2, (int)Position.Y - (int)Size.X / 2, texture.Width, texture.Height); spriteOrigin = Size / 2; shotTimer -= timer; PlayerCamera.Update(gameTime, (int)Position.X, (int)Position.Y); }
/// <summary> /// Update the voxel editor /// </summary> public override ScreenElement Update(TimeSpan frameStepTime) { if (NewKeyPressed(Keys.Escape)) { this.Exit(); } editorCamera.Update(frameStepTime); return(base.Update(frameStepTime)); }
public override void Update(float dt) { PlayerController.Update(dt); if (PlayerController.Changed()) { var rotation = PlayerCamera.GetRotation(); rotation += new Float3(PlayerController.RotationDelta) * dt; float rotationY = RyneMath.Clamp(rotation.Y, -89.0f, 89.0f); PlayerCamera.SetRotation(new Float3(rotation.X, rotationY, 0)); // We only want the player entity to rotate horizontally Transform.Rotation = new Rotator(new Float3(rotation.X, 0, 0)).ToQuaternion(); } PlayerCamera.SetPosition(Transform.GetLocation()); PlayerCamera.Update(dt); }
void Update() { m_PlayerControl.Update(transform); m_PlayerCamera.Update(); }