public override void Update(GameTime gameTime) { InputManager.Instance.BeginInput(); SceneManagement.Instance?.Update(gameTime); Camera.Instance.Update(); Debug.Update(); base.Update(gameTime); }
protected override void Update(GameTime gameTime) { _currentKeyboardState = Keyboard.GetState(); //bloom.Update(); GUI.GUI.Draw(spriteBatch); if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.F12)) { Reset(); } // Save Game if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.F11)) { GameManager.SaveGame(); } // Loads Game if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.F10)) { GameManager.LoadGame(); } GameManager.Update(); mousePosition = new Vector2(Mouse.GetState().X, Mouse.GetState().Y); worldPosition = Vector2.Transform(mousePosition, Matrix.Invert(camera.transform)); if (!Debug.Console.showDebug) { SceneManagement.CurrentScene.Update(gameTime); } ProjectileManager.Update(gameTime); ParticleSystem.Update(gameTime); Debug.Update(); game = this; camera.Update(); base.Update(gameTime); GifStuff(gameTime); //GifStuff(gameTime); _previousKeyboardState = _currentKeyboardState; }