public void ActionSystems(EntityManager entityManager) { float deltaTime = m_Timer.GetElapsedSeconds(); List <Entity> entityList = entityManager.Entities(); foreach (ISystem system in systemList) { for (int i = 0; i < entityList.Count; i++) { system.OnAction(entityList[i], deltaTime); } } }
/// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="e">Provides a snapshot of timing values.</param> protected override void OnUpdateFrame(FrameEventArgs e) { base.OnUpdateFrame(e); if (GamePad.GetState(1).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Key.Escape)) { Exit(); } mElaspedTime += mTimer.GetElapsedSeconds(); if (mElaspedTime > 3) { mElaspedTime = 0; AddEntity(); } }