/// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { CMasterControl.gameTime = gameTime; // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) { this.Exit(); } //Exit when Escape is pressed(Dunno if this iterferes with the editor?) if (Keyboard.GetState(PlayerIndex.One).IsKeyDown(Keys.Escape)) { this.Exit(); } CInput input = Master.GetInputManager().GetCurrentInputHandler() as CInput; if (input.getInputRelease(Microsoft.Xna.Framework.Input.Keys.B)) { CActor.showHitBox = !CActor.showHitBox; } _benchmarker.Start(); Master.Update(gameTime); //CMasterControl.mapManager.updateMap(gameTime); _benchmarker.Stop(); //CMasterControl.audioPlayer.Update(); base.Update(gameTime); }