/// <summary> /// Allows the game component to update itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> public override void Update(GameTime gameTime) { // TODO: Add your update code here base.Update(gameTime); timer.Update(gameTime); }
/// <summary> /// Allows the game component to update itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> public override void Update(GameTime gameTime) { // TODO: Add your update code here if (!PauseMenuScreen.IsPaused) { timer.Update(gameTime); float timeDelta = (float)gameTime.ElapsedGameTime.Ticks / System.TimeSpan.TicksPerMillisecond / 1000; if (bPhysicsDriven) { m_velocity += vAcceleration * timeDelta / 2.0f; m_position += m_velocity * timeDelta; vAcceleration = vForce / fMass; m_velocity += vAcceleration * timeDelta / 2.0f; if (m_velocity.Length() > fTerminalVelocity) { m_velocity *= fTerminalVelocity / m_velocity.Length(); } } else { //do it the previous way //add velocity to position this.position += m_velocity * timeDelta * SPEED_UP; } //rotate around axis this.quat *= Quaternion.CreateFromAxisAngle(rotationAxis, rotationVelocity * timeDelta); // for all actors in the game //worldBoarder(); //Cel Shading //Set the light direction to a fixed value. //This will place the light source behind, to the right, and above the user. diffuseLightDirection = new Vector3(1, 1, 0); //ensure the light direction is normalized, or //the shader will give some weird results //diffuseLightDirection.Normalize(); //set the color of the diffuse light diffuseLightColor = Color.White.ToVector4(); //The built-in camera class provides the view matrix //view = camera.ViewMatrix; view = hostScreen.CameraMatrix; //eyePosition = camera.Position; eyePosition = hostScreen.GetCameraPosition(); //LightPosition = new Vector3(50, 50, 50); //LightPosition.Normalize(); base.Update(gameTime); } }
/// <summary> /// Updates the state of the game. This method checks the GameScreen.IsActive /// property, so the game will stop updating when the pause menu is active, /// or if you tab away to a different application. /// </summary> public override void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) { base.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen); if (IsActive) { m_kTimer.Update(gameTime); } }
public override void Update(GameTime gameTime) { missileTimer.Update(gameTime); base.Update(gameTime); }