public override void Update(GameTime gameTime, IInput input) { if (input != null) { if (input.IsKeyDown(Keys.Left) && direction != Direction.Right) { Direction = Direction.Left; return; } if (input.IsKeyDown(Keys.Right) && direction != Direction.Left) { Direction = Direction.Right; return; } if (input.IsKeyDown(Keys.Up) && direction != Direction.Bottom) { Direction = Direction.Top; return; } if (input.IsKeyDown(Keys.Down) && direction != Direction.Top) { Direction = Direction.Bottom; return; } } }
public virtual void Update(GameTime gameTime, IInput input) { }
public void Update() { GameTime gameTime = new GameTime(new TimeSpan(watch.ElapsedTicks), new TimeSpan(watch.ElapsedTicks - lastElapsedTicks)); lastElapsedTicks = watch.ElapsedTicks; //Update if (world != null) world.Update(gameTime, input); //Update if (gameTime.TotalGameTime.TotalMilliseconds - lastMilliseconds > Rules.Duration) { if (world != null) world.SnakeTick(); lastMilliseconds = (long)gameTime.TotalGameTime.TotalMilliseconds; } //Render renderer.Clear(); if(world != null) world.Render(renderer); }
public void Update(GameTime gameTime, IInput input) { if (Head != null) Head.Update(gameTime, input); if (Treat != null) Treat.Update(gameTime, input); for (int i = 0; i < blocks.Count; i++) if (blocks != null && blocks[i] != null) blocks[i].Update(gameTime, input); for (int i = 0; i < bodies.Count; i++) if (bodies != null && bodies[i] != null) bodies[i].Update(gameTime, input); for (int i = 0; i < clearPowerups.Count; i++) if (clearPowerups != null && clearPowerups[i] != null) clearPowerups[i].Update(gameTime, input); for (int i = 0; i < speedPowerups.Count; i++) if (speedPowerups != null && speedPowerups[i] != null) speedPowerups[i].Update(gameTime, input); }