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(); } }
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); // update keyboard state keyboardState = keyboardManager.GetState(); // if Esc is pressed - quit program if (keyboardState.IsKeyPressed(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 (keyboardState.IsKeyPressed(key)) { ApplyMode(availableModes[i]); return; } } }