public KeyboardContext(Form form) { keyboard = new StratumKeyboardManager(form); keyboard.Initialize(); previousState = keyboard.GetState(); currentState = previousState; }
public static void Update() { lastWheel = Wheel; lastX = X; lastY = Y; state = Game.Keyboard.GetState(); mouseState = Game.Mouse.GetState(); }
// Update the camera based on user input public void Update(GameTime gameTime, KeyboardState keyboardState, MouseState mouseState) { var time = (float)gameTime.TotalGameTime.TotalSeconds; var elapsedTime = (float)gameTime.ElapsedGameTime.Milliseconds; if (freeCamera) { // Calculate the yaw and pitch float yaw = 0.5f - mouseState.X; float pitch = 0.5f - mouseState.Y; //// Yaw //float yaw = 0; //if (keyboardState.IsKeyDown(Keys.Left)) { yaw++; } //if (keyboardState.IsKeyDown(Keys.Right)) { yaw--; } yaw *= elapsedTime * mouseSensitivity; //// Pitch // if (keyboardState.IsKeyDown(Keys.Up)) { pitch++; } // if (keyboardState.IsKeyDown(Keys.Down)) { pitch--; } // pitch *= elapsedTime * mouseSensitivity; // Roll with Q and E float roll = 0; if (keyboardState.IsKeyDown(Keys.Q)) { roll--; } if (keyboardState.IsKeyDown(Keys.E)) { roll++; } roll *= elapsedTime * rollSpeed; // Forward and backward if (keyboardState.IsKeyDown(Keys.W)) { MoveCamera(-rotation.Forward, elapsedTime); } if (keyboardState.IsKeyDown(Keys.S)) { MoveCamera(-rotation.Backward, elapsedTime); } // Strafe if (keyboardState.IsKeyDown(Keys.A)) { MoveCamera(rotation.Left, elapsedTime); } if (keyboardState.IsKeyDown(Keys.D)) { MoveCamera(rotation.Right, elapsedTime); } // Rotate camera rotation *= Matrix.RotationAxis(rotation.Left, pitch); rotation *= Matrix.RotationAxis(rotation.Forward, roll); rotation *= Matrix.RotationAxis(rotation.Down, yaw); } UpdateViewMatrix(); }
protected override void Update(GameTime gameTime) { if (started) { // Update the keyboard and mouse state keyboardState = keyboardManager.GetState(); mouseState = mouseManager.GetState(); mouseManager.SetPosition(mouseCenter); accelerometerReading = input.accelerometer.GetCurrentReading(); // Check collisions for (var i = 0; i < allBalls.Count; i++) { if (!allBalls[i].Equals(player) && player.CollidedWith(allBalls[i])) { player.Collide(allBalls[i]); } } // Quit if (keyboardState.IsKeyDown(Keys.Escape)) { this.Exit(); this.Dispose(); App.Current.Exit(); } // Update camera based on the above camera.Update(gameTime, keyboardState, mouseState); // Finally update models landscape.Update(gameTime); sun.Update(gameTime); // Update balls for (var i = 0; i < allBalls.Count; i++) { allBalls[i].Update(gameTime); } mainPage.UpdateScore(score); // Handle base.Update base.Update(gameTime); } }
protected override void Update(GameTime gameTime) { keyboardState = keyboardManager.GetState(); mouseState = mouseManager.GetState(); model.Update(gameTime); sun.Update(gameTime); // Handle base.Update base.Update(gameTime); }
protected override void Update(GameTime gameTime) { // read the current keyboard state keyboardState = keyboarManager.GetState(); base.Update(gameTime); }
protected override void Update(GameTime gameTime) { base.Update(gameTime); // Calculates the world and the view based on the model size view = Matrix.LookAtRH(new Vector3(0.0f, 0.0f, 7.0f), new Vector3(0, 0.0f, 0), Vector3.UnitY); projection = Matrix.PerspectiveFovRH(0.9f, (float)GraphicsDevice.BackBuffer.Width / GraphicsDevice.BackBuffer.Height, 0.1f, 100.0f); // Update basic effect for rendering the Primitive _textureEffect.View = view; _textureEffect.Projection = projection; _textureEffect.CameraPosition = new Vector3(0.0f, 0.0f, 70.0f); _exampleEffect.View = view; _exampleEffect.Projection = projection; _exampleEffect.CameraPosition = new Vector3(0.0f, 0.0f, 70.0f); // Get the current state of the keyboard keyboardState = keyboard.GetState(); if (keyboardState.IsKeyPressed(Keys.D1)) _wireframe ^= true; }
protected override void Update(GameTime gameTime) { base.Update(gameTime); // handle input var keyboardState = _keyboardManager.GetState(); if (keyboardState.IsKeyDown(Keys.Escape) && _previousKeyboardState.IsKeyUp(Keys.Escape)) Exit(); if (keyboardState.IsKeyDown(Keys.T) && _previousKeyboardState.IsKeyUp(Keys.T)) { _isBorderEnabled = !_isBorderEnabled; _residencyManager.SetBorderMode(_isBorderEnabled); _residencyManager.Reset(); } var time = (float)gameTime.ElapsedGameTime.TotalSeconds; if (keyboardState.IsKeyDown(Keys.A)) _camera.Left(time); if (keyboardState.IsKeyDown(Keys.D)) _camera.Right(time); if (keyboardState.IsKeyDown(Keys.W)) _camera.Up(time); if (keyboardState.IsKeyDown(Keys.S)) _camera.Down(time); if (keyboardState.IsKeyDown(Keys.Q)) _camera.ZoomIn(time); if (keyboardState.IsKeyDown(Keys.E)) _camera.ZoomOut(time); _previousKeyboardState = keyboardState; }
protected override void Update(GameTime gameTime) { keyboardState = keyboardManager.GetState(); mouseState = mouseManager.GetState(); // Handle base.Update base.Update(gameTime); //Update game objects lightsource.Update(gameTime); model.Update(gameTime, lightsource.getLightDirection()); water.Update(gameTime, lightsource.getLightDirection()); camera.Update(gameTime); //Enable/disable cursor control of the camera if (keyboardState.IsKeyPressed(Keys.Space)){ if(enableCursor == true){ enableCursor = false; } else{ enableCursor = true; } } //Exit the game if (keyboardState.IsKeyDown(Keys.Escape)) { this.Exit(); this.Dispose(); } }
public override void Update(GameTime gameTime) { base.Update(gameTime); state = nextState; nextState.ResetPressedReleased(); }
/// <summary> /// Frame update method. /// </summary> /// <param name="gameTime">Time since last update.</param> protected override void Update(GameTime gameTime) { if (started) //Do nothing if the game has not started { if (gameOver == true) //Exit if you lose. NO SECOND CHANCES { this.Exit(); this.Dispose(); App.Current.Exit(); return; } keyboardState = keyboardManager.GetState(); //Get keyboard state flushAddedAndRemovedGameObjects(); //Add and remove waiting objects camera.Update(); //Update the camera first accelerometerReading = input.accelerometer.GetCurrentReading(); //Read accelerometers for (int i = 0; i < gameObjects.Count; i++) //Update all other game objects and entities { gameObjects[i].Update(gameTime); } mainPage.UpdateScore(score); //Increment the player score mainPage.UpdateHitpoints(player.hitpoints); //Adjust the hitpoints display if (keyboardState.IsKeyDown(Keys.Escape)) //Exit the game when escape is mashed { this.Exit(); this.Dispose(); App.Current.Exit(); } } else { windowHeight = Window.ClientBounds.Height; windowWidth = Window.ClientBounds.Width; } // Handle base.Update base.Update(gameTime); }
//this directly impacts the views based on the user's mouse and key input (AWSDQE and mouse) private Matrix UpdateViewMatrix() { keyboardState = keyboardManager.GetState(); mouseState = mouseManager.GetState(); float yawDx = 0.5f - mouseState.X; float pitchDy = 0.5f - mouseState.Y; yaw -= yawDx * mouseVelocity * gameTime.ElapsedGameTime.Milliseconds; pitch += pitchDy * mouseVelocity * gameTime.ElapsedGameTime.Milliseconds; if (keyboardState.IsKeyDown(Keys.Q)) { roll += moveVelocity * gameTime.ElapsedGameTime.Milliseconds * .05f; } if (keyboardState.IsKeyDown(Keys.E)) { roll -= moveVelocity * gameTime.ElapsedGameTime.Milliseconds * .05f; } Vector3 direction = new Vector3( (float)(Math.Cos(pitch) * Math.Sin(yaw)), (float)(Math.Sin(pitch)), (float)(Math.Cos(pitch) * Math.Cos(yaw))); Vector3 horizontalAxis = new Vector3( (float)(Math.Sin(yaw + Math.PI / 2f) * Math.Cos(roll)), (float)Math.Sin(roll), (float)(Math.Cos(yaw + Math.PI / 2f) * Math.Cos(roll))); Vector3 up = Vector3.Cross(direction, horizontalAxis); if (keyboardState.IsKeyDown(Keys.A)) { Vector3 eyeChange = eye - moveVelocity * gameTime.ElapsedGameTime.Milliseconds * horizontalAxis; if (model.AllowMovement(eyeChange)) { eye = eyeChange; } } if (keyboardState.IsKeyDown(Keys.D)) { Vector3 eyeChange = eye + moveVelocity * gameTime.ElapsedGameTime.Milliseconds * horizontalAxis; if (model.AllowMovement(eyeChange)) { eye = eyeChange; } } if (keyboardState.IsKeyDown(Keys.W)) { Vector3 eyeChange = eye + moveVelocity * gameTime.ElapsedGameTime.Milliseconds * direction; if (model.AllowMovement(eyeChange)) { eye = eyeChange; } } if (keyboardState.IsKeyDown(Keys.S)) { Vector3 eyeChange = eye - moveVelocity * gameTime.ElapsedGameTime.Milliseconds * direction; if (model.AllowMovement(eyeChange)) { eye = eyeChange; } } mouseManager.SetPosition(new Vector2(0.5f, 0.5f)); return Matrix.LookAtLH(eye, eye + direction, up); }
/// <summary> /// Updates the user inputs /// </summary> /// <param id="gameTime">Time passed since the last call to Update</param> public void Update(GameTime gameTime) { pKeyb = cKeyb; pMouse = cMouse; cMouse = mMouse.GetState(); cKeyb = mKeyb.GetState(); prevMouseVector = MouseVector; MouseVector = GetMouseVector(); if (prevMouseVector != MouseVector) { MouseStill = 0; } else { MouseStill += (int)gameTime.ElapsedGameTime.TotalMilliseconds; } UpdateNumber++; }
/// <summary> /// Initializes the user input-related variables /// </summary> /// <param id="gc"></param> public void Initialize(GameWindow gc) { this.gc = gc; mKeyb = new KeyboardManager(gc); mKeyb.Initialize(); mMouse = new MouseManager(gc); mMouse.Initialize(); pKeyb = mKeyb.GetState(); pMouse = mMouse.GetState(); nativeWindow = gc.Window.NativeWindow as System.Windows.Forms.Form; MouseVector = GetMouseVector(); prevMouseVector = MouseVector; gc.Deactivated += win_Deactivated_handler; gc.Activated += win_Activated_handler; gc.Window.ClientSizeChanged += win_SizeChanged_handler; }
protected override void Update(GameTime gameTime) { currentPositionInMazeArray = sphere.PositionInMaze(sphere.pos); if (started&&resumed) { currentGameTimeSecond += gameTime.ElapsedGameTime.TotalSeconds; keyboardState = keyboardManager.GetState(); flushAddedAndRemovedGameObjects(); accelerometerReading = input.accelerometer.GetCurrentReading(); for (int i = 0; i < gameObjects.Count; i++) { gameObjects[i].Update(gameTime); } mainPage.UpdateScore(score); if (keyboardState.IsKeyDown(Keys.Escape)) { this.Exit(); this.Dispose(); App.Current.Exit(); } camera.Update(); // Handle base.Update } if (currentPositionInMazeArray.X == mazeLandscape.maze.destX && currentPositionInMazeArray.Y == mazeLandscape.maze.destY) { if (completeScreen == null) { completeScreen = new CompleteScreen(mainPage, this, currentGameTimeSecond); } if( !mainPage.Children.Contains(completeScreen)) { mainPage.Children.Add(completeScreen); } } base.Update(gameTime); }
//////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////// private void UpdateKeys(KeyboardState state, GameTime gameTime) { #if (!XBOX && !XBOX_FAKE) KeyEventArgs e = new KeyEventArgs(); e.Caps = (((ushort)NativeMethods.GetKeyState(0x14)) & 0xffff) != 0; List<Keys> downKeys = new List<Keys>(); state.GetDownKeys(downKeys); foreach (Keys key in downKeys) { if (key == Keys.LeftAlt || key == Keys.RightAlt) e.Alt = true; else if (key == Keys.LeftShift || key == Keys.RightShift) e.Shift = true; else if (key == Keys.LeftControl || key == Keys.RightControl) e.Control = true; } foreach (InputKey key in keys) { if (key.Key == Keys.LeftAlt || key.Key == Keys.RightAlt || key.Key == Keys.LeftShift || key.Key == Keys.RightShift || key.Key == Keys.LeftControl || key.Key == Keys.RightControl) { continue; } bool pressed = state.IsKeyDown(key.Key); double ms = gameTime.ElapsedGameTime.TotalMilliseconds; if (pressed) key.Countdown -= ms; if ((pressed) && (!key.Pressed)) { key.Pressed = true; e.Key = key.Key; if (KeyDown != null) KeyDown.Invoke(this, e); if (KeyPress != null) KeyPress.Invoke(this, e); } else if ((!pressed) && (key.Pressed)) { key.Pressed = false; key.Countdown = RepeatDelay; e.Key = key.Key; if (KeyUp != null) KeyUp.Invoke(this, e); } else if (key.Pressed && key.Countdown < 0) { key.Countdown = RepeatRate; e.Key = key.Key; if (KeyPress != null) KeyPress.Invoke(this, e); } } #endif }
protected override void Update(GameTime gameTime) { keyboardState = keyboardManager.GetState(); if (gameStarted) { // set the postition of the cannonball base on the landscape cannonModel.basicEffect.World = Matrix.RotationY(rotationY) * Matrix.Scaling(0.0003f) * Matrix.Translation(x0, y0 + 0.05f, z0); arrow.basicEffect.World = Matrix.Scaling(0.003f) * Matrix.Translation(x1, y1 + 0.3f + (float)arrow.ywave, z1); arrow.Update(gameTime); Debug.WriteLine(arrow.pos); accreading = input.accelerometer.GetCurrentReading(); xadjust = (float) accreading.AccelerationX; if (!LaunchMode) { launchViewUpdate(); //aim Cannon rotationY = (float)((180 - degree) * Math.PI / 180); if (keyboardState.IsKeyDown(Keys.Left)) { rotationY -= speed; } if (keyboardState.IsKeyDown(Keys.Right)) { rotationY += speed; } if (xadjust < 0.3 && xadjust > -0.3) { xadjust = 0; } rotationY += xadjust * 0.2f; this.degree = 180 - rotationY / Math.PI * 180; degree = this.mainpage.getDegreeValue(); this.mainpage.UpdateDegreeSlider((int)degree); } else { //cannonball in air CameraViewupdate(); Vector3 distanceMissed = new Vector3(landscape.getTargetPos().Position.X - ballMovement.pos.X, landscape.getTargetPos().Position.Y - ballMovement.pos.Y, landscape.getTargetPos().Position.Z - ballMovement.pos.Z); if (justLaunched) { // BallViewUpdate(); attemptCount++; mainpage.updateattempt(attemptCount); justLaunched = false; } if (landscape.getHeight(ballMovement.pos.X, ballMovement.pos.Y) < ballMovement.pos.Y + 0.01f && !(distanceMissed.Length() < 0.1)) { time += 0.004f; // this.ballParabolaMovement(time, this.x0, this.y0, this.z0, this.yDegree, this.degree); if (landscape.getHeight(ballMovement.pos.X, ballMovement.pos.Y) < ballMovement.pos.Y) ballMovement.Update(gameTime); // accelerometerReading = input.accelerometer.GetCurrentReading(); // this.degree += (float)accelerometerReading.AccelerationX; //adjust path of ball if (keyboardState.IsKeyDown(Keys.Left)) { this.degree += 0.05f; } if (keyboardState.IsKeyDown(Keys.Right)) { this.degree -= 0.05f; } this.degree += (float)-xadjust; } else { //next level this.mainpage.viewLaunchControls(); LaunchMode = false; time = 0; //if win generate new level and update score if(distanceMissed.Length() <0.1){ score +=(int)(10*difficulty); difficulty += 1; mainpage.UpdateScore(score); if (attemptCount < bestAttempt || bestAttempt == 0) { bestAttempt = attemptCount; attemptCount = 0; } mainpage.bestAttempt(bestAttempt); mainpage.returnToMenu(); mainpage.hideLaunchControls(); this.LoadContent(); } } } //accelerometerReading = input.accelerometer.GetCurrentReading(); for (int i = 0; i < gameObjects.Count; i++) { gameObjects[i].Update(gameTime); } /* if (keyboardState.IsKeyDown(Keys.Tab) && isTabDown) { isTabDown = false; if (ballview) { /* ballMovement.basicEffect.View = Matrix.LookAtLH(initMatrix, emptyMatrix, Vector3.UnitY); landscape.basicEffect.View = Matrix.LookAtLH(initMatrix, emptyMatrix, Vector3.UnitY); cannonModel.basicEffect.View = Matrix.LookAtLH(initMatrix, emptyMatrix, Vector3.UnitY); arrow.basicEffect.View = Matrix.LookAtLH(initMatrix, emptyMatrix, Vector3.UnitY);*/ /* BallViewUpdate(); ballview = false; } else { ballview = true; } } if (keyboardState.IsKeyUp(Keys.Tab)) { isTabDown = true; } if (ballview) { CameraViewupdate(); } else { target1 = new Vector3(4, 0, -4); target2 = landscape.getCannonPos().Position; eye.X = target2.X - 0.1f * (target1.X - target2.X); eye.Y = target2.Y - 0.1f * (target1.Y - target2.Y) + 0.1f; eye.Z = target2.Z - 0.1f * (target1.Z - target2.Z); // eye = new Vector3(target2.X - 1.0f, target2.Y + 0.3f, target2.Z - 1.0f); up = Vector3.UnitY; ballMovement.basicEffect.View = Matrix.LookAtLH(eye, target2, up); landscape.basicEffect.View = Matrix.LookAtLH(eye, target2, up); cannonModel.basicEffect.View = Matrix.LookAtLH(eye, target2, up); arrow.basicEffect.View = Matrix.LookAtLH(eye, target2, up); cannonModel.basicEffect.Projection = Matrix.PerspectiveFovLH((float)Math.PI / 4.0f, (float)cannonModel.game.GraphicsDevice.BackBuffer.Width / ballMovement.game.GraphicsDevice.BackBuffer.Height, 0.1f, 100.0f); }*/ ballMovement.basicEffect.World = Matrix.Scaling(0.01f) * Matrix.Translation(ballMovement.pos); if (keyboardState.IsKeyDown(Keys.Escape)) { this.Exit(); this.Dispose(); } // Handle base.Update //mainpage.UpdateScore(score); base.Update(gameTime); } }
private static void UpdateKeyboard() { oldKeyboardState = keyboardState; keyboardState = keyboard.GetState(); }
protected override void Update(GameTime gameTime) { // Update the keyboard and mouse state keyboardState = keyboardManager.GetState(); mouseState = mouseManager.GetState(); mouseManager.SetPosition(mouseCenter); // Quit? if (keyboardState.IsKeyDown(Keys.Escape)) { this.Exit(); } // Update camera based on the above camera.Update(gameTime, keyboardState, mouseState); // Finally update models model.Update(gameTime, camera); sun.Update(gameTime, camera); // Handle base.Update base.Update(gameTime); }
protected override void Update(GameTime gameTime) { // to get some input coming from the mouse and keyboard keyboardState = keyboardManager.GetState(); mouseState = mouseManager.GetState(); model.Update(gameTime); camera.Update(gameTime); if (keyboardState.IsKeyDown(Keys.Escape)) { this.Exit(); this.Dispose(); } // Handle base.Update base.Update(gameTime); }
protected override void Update(GameTime gameTime) { base.Update(gameTime); // update keyboard state previousKeyboardState = currentKeyboardState; currentKeyboardState = keyboardManager.GetState(); // if Esc is pressed - quit program if (IsKeyPress(Keys.Escape)) { Exit(); return; } // numer keys (NOT numpad ones) have name like D0, D1, etc... // associate available modes each with its key for (int i = 0; i < availableModes.Count; i++) { var key = (Keys)Enum.Parse(typeof(Keys), "D" + i); if (IsKeyPress(key)) { ApplyMode(availableModes[i]); return; } } }
/// <summary> /// Update the state of all desired input devices. /// </summary> /// <param name="gameTime"></param> override public void Update(GameTime gameTime) { // update state keyboardManager.Update(gameTime); keyboardState = keyboardManager.GetState(); mouseState = mouseManager.GetState(); pointerState = pointerManager.GetState(); //mouseClick = mouseState.LeftButton.Pressed && !prevMouseState.LeftButton.Pressed; //mouseHeld = mouseState.LeftButton.Pressed && prevMouseState.LeftButton.Pressed; if (accelerometer != null) { accelerometerReading = accelerometer.GetCurrentReading(); } // get mouse delta and reset mouse to centre of window if (useMouseDelta && mouseManager.Enabled) { mouseDelta = new Vector2(0.5f - mouseState.X, 0.5f - mouseState.Y); mouseManager.SetPosition(new Vector2(0.5f, 0.5f)); } // record previous mouse state prevMouseState = mouseState; base.Update(gameTime); }
protected override void Update(GameTime gameTime) { keyboardState = keyboardManager.GetState(); if (started) { if (player.HasWon()) { GraphicsDevice.Clear(Color.Black); mainPage.WinGame(); return; } if (keyboardState.IsKeyDown(Keys.Q)) { mainPage.QuitGame(); } DoGhostStuff(); flushAddedAndRemovedGameObjects(); accelerometerReading = input.accelerometer.GetCurrentReading(); player.Update(gameTime); for (int i = 0; i < gameObjects.Count; i++) { gameObjects[i].Update(gameTime); } mainPage.UpdateLives(player.ghostEncounters); } if (keyboardState.IsKeyDown(Keys.Escape)) { this.Exit(); this.Dispose(); App.Current.Exit(); } base.Update(gameTime); }
protected override void Update(GameTime gameTime) { if (started) { keyboardState = keyboardManager.GetState(); flushAddedAndRemovedGameObjects(); accelerometerReading = input.accelerometer.GetCurrentReading(); gyrometerReading = input.gyrometer.GetCurrentReading(); camera.Update(); for (int i = 0; i < gameObjects.Count; i++) { gameObjects[i].Update(gameTime); } mainPage.UpdateScore(score); if (keyboardState.IsKeyDown(Keys.Escape)) { this.Exit(); this.Dispose(); App.Current.Exit(); } // Handle base.Update } base.Update(gameTime); }
protected override void Update(GameTime gameTime) { base.Update(gameTime); // Calculates the world and the view based on the model size view = Matrix.LookAtLH(new Vector3(0.0f, 0.0f, -7.0f), new Vector3(0, 0.0f, 0), Vector3.UnitY); projection = Matrix.PerspectiveFovLH(0.9f, (float)GraphicsDevice.BackBuffer.Width / GraphicsDevice.BackBuffer.Height, 0.1f, 100.0f); // Update basic effect for rendering the Primitive basicEffect.View = view; basicEffect.Projection = projection; // Get the current state of the keyboard keyboardState = keyboard.GetState(); // Get the current state of the mouse mouseState = mouse.GetState(); }
//public KeyboardContext(DirectInput directInput) //{ // //keyboard = new SharpDX.DirectInput.Keyboard(directInput); // //keyboard.Acquire(); // //previousState = keyboard.GetCurrentState(); // //keyboard.Unacquire(); //} public virtual void Update(GameTime gameTime) { previousState = currentState; currentState = keyboard.GetState(); }
public void UpdateInputDevices() { KeyboardState = KeyboardManager.GetState(); KeyboardState.GetDownKeys(_downKeys); MouseState = MouseManager.GetState(); if(PointerManager!=null) PointerState = PointerManager.GetState(); }
//////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////// public virtual void SendKeyboardState(KeyboardState state, GameTime gameTime) { UpdateKeys(state, gameTime); }
protected override void Update(GameTime gameTime) { mouse = Mouse.GetState(); keyboard = Keyboard.GetState(); switch(gameState) { case GameStates.MainMenu: menu.Update(gameTime); break; case GameStates.Play: level.Update(gameTime); break; case GameStates.Pause: menu.Update(gameTime); break; case GameStates.EndGame: menu.Update(gameTime); break; default: break; } if (CurrentKeyboard.IsKeyDown(Keys.Alt) && CurrentKeyboard.IsKeyDown(Keys.F4)) Exit(); currentSound.Volume = vol; base.Update(gameTime); }
protected override void Update(GameTime gameTime) { if (started) { if (!player.alive) { Platform.z_position = 0; Platform.last_platform = new int[,] { { -1, 0 }, { -1, 0 }, { -1, 0 }, { -1, 0 }, { -1, 0 } }; Platform.next_platform = new int[,] { { 1, 0 }, { 1, 0 }, { 1, 0 }, { 1, 0 }, { 1, 0 } }; Platform.standing_platform = null; Platform.next_standing_platform = null; SetGameObjects(); started = false; mainPage.EndGame(score); } else { lightManager.Update(); keyboardState = keyboardManager.GetState(); flushAddedAndRemovedGameObjects(); // pass gameTime to let camera move along camera.Update(gameTime, player.pos); accelerometerReading = input.accelerometer.GetCurrentReading(); for (int i = 0; i < gameObjects.Count; i++) { gameObjects[i].Update(gameTime); } // Update score board on the game page mainPage.UpdateScore(score); // Update camera and player position for testing mainPage.DisplayCameraPlayerPos(camera.Position, camera.cameraPos, player.pos, player.max_speed); mainPage.UpdateShootButton(player.fireOn); if (keyboardState.IsKeyDown(Keys.Escape)) { this.Exit(); this.Dispose(); App.Current.Exit(); } // Handle base.Update } } base.Update(gameTime); }