protected override void Update(GameTime time) { if (TheGame.GameStatus == GameManager.Status.RUNNING) { if (GameInput.Self.KeyPressed(Keys.Escape)) { Exit(); } } camera.ViewportWidth = GraphicsDevice.PresentationParameters.BackBufferWidth; camera.ViewportHeight = GraphicsDevice.PresentationParameters.BackBufferHeight; if (TheGame.Debugging) { if (GameInput.Self.KeyDown(Keys.OemPlus)) { camera.AdjustZoom(0.02f); } if (GameInput.Self.KeyDown(Keys.OemMinus)) { camera.AdjustZoom(-0.02f); } } // TODO: Add your update logic here world.Update(time); TheGame.Update(time); GameInput.Self.Update(); gsm.Update(time); TimerManager.Self.Update(time); base.Update(time); }
protected override void Update(GameTime gameTime) { HandleInput(); multiplayerManager.Update(gameTime); gameStateManager.Update(gameTime); ScreenFade.Update(gameTime); if (quitGame) { Exit(); } int outputx = 0; for (int i = output.Count - 1; i >= 0; i--) { output[i].Update(gameTime); if (output[i].Timer <= 0) { output.RemoveAt(i); } else { output[i].Position = new Vector2(60, outputx); outputx += 30; } } }
/// <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) { Input.Update(); // update current scene GameStates.Update(gameTime); base.Update(gameTime); }
/// <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) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } gameStateManager.Update(gameTime); base.Update(gameTime); }
/// <summary> /// Allows the game component to update itself and updates the active scene. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> public override void Update(GameTime gameTime) { GameTime = gameTime; InputManagerExtension.UpdateInputStates(gameTime); GameStateManager.Update(gameTime); EntityWorld.SystemManager.UpdateSynchronous(SystemExecutionType.Update); GuiManager.Update(gameTime); base.Update(gameTime); }
/// <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) { GraphicsDevice.Clear(Color.Black); if (StateManager.Update(gameTime) == false) { Exit(); } base.Update(gameTime); }
protected override void Update(GameTime gameTime) { gsm.Update(gameTime); if (Data.Exit == true) { this.Exit(); } base.Update(gameTime); }
/// <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) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } // TODO: Add your update logic here gsm.Update(gameTime); }
protected override void Update(GameTime gameTime) { if (IsActive) { VariableProvider.GameTime = gameTime; VariableProvider.ScriptEngine.Update(gameTime); InputProvider.Update(); _stateManager.Update(); } base.Update(gameTime); }
/// <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) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } gameStateManager.Update(gameTime.ElapsedGameTime.Milliseconds); // TODO: Add your update logic here base.Update(gameTime); }
/// <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) { //System.GC.Collect(); _audioEngine.Update(); if (IsActive && !_gameStateManager.Update(gameTime)) { Exit(); } base.Update(gameTime); }
protected override void Update(GameTime gameTime) { if (!IsActive) { return; } _inputManager.KeyState = Keyboard.GetState(); GameStateManager.Update(gameTime); _inputManager.OldKeyState = Keyboard.GetState(); MessageHandler.Update(); base.Update(gameTime); }
/// <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) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) { this.Exit(); } if (Keyboard.GetState().IsKeyDown(Keys.Escape)) { this.Exit(); } state.Update(gameTime); if (kinectControls != null) { kinectControls.Update(gameTime); } //Bad design, use OOD / Microsoft's GameStateManager code (which is awesome and well thought-out) switch (state.currentState) { case GameStateManager.GameState.Title: if (GamePad.GetState(PlayerIndex.One).Buttons.Start == ButtonState.Pressed) { state.Transition(GameStateManager.GameState.Playing); } break; case GameStateManager.GameState.Playing: UpdatePhysics(gameTime); break; case GameStateManager.GameState.Score: //update players, nothing else foreach (var player in players) { player.Update(gameTime); } break; case GameStateManager.GameState.Victory: break; default: break; } base.Update(gameTime); }
/// <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) { if (gameStateManager.NoState) { Exit(); return; } else { gameStateManager.HandleInput(gameTime); gameStateManager.Update(gameTime); } base.Update(gameTime); }
/// <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) { // Allows the game to exit if (!gameStateManager.IsActive) { this.Exit(); } // TODO: Add your update logic here gameStateManager.Update(gameTime); SoundManager.Update(gameTime); base.Update(gameTime); }
/// <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) { if (Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } MouseEx.Update(); KeyboardEx.Update(); // TODO: Add your update logic here _gameStateManager.Update(gameTime); base.Update(gameTime); }
/// <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) { if (Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } // Debug: Test state switching. if (Keyboard.GetState().IsKeyDown(Keys.Right)) { stateManager.EnterState(2); } stateManager.Update(gameTime); }
public void Update() { //@todo find a better place for cheats // @todo hard coded controls if (Input.GetKeyDown(KeyCode.C)) { QLogger.ShowOrHideGUI(); } if (gameStateManager != null) { gameStateManager.Update(); } if (uIManager != null) { uIManager.DoUpdate(); } }
protected override void Update(GameTime gt) { if (!UIThreadQueue.IsEmpty && UIThreadQueue.TryDequeue(out Action a)) { try { a.Invoke(); } catch (Exception ex) { Log.Warn($"Exception on UIThreadQueue: {ex.ToString()}"); } } InputManager.Update(gt); GuiManager.Update(gt); GameStateManager.Update(gt); GuiDebugHelper.Update(gt); }
static void Main(string[] args) { GameStateManager.Init(); ConfigManager.Init(); ScreenManager.Init( DefaultScreenWidth, DefaultScreenHeight, true, true); SoundManager.Init(); while (GameStateManager.IsRunning()) { GameStateManager.Update(0.0f); } SoundManager.Shutdown(); ScreenManager.Shutdown(); ConfigManager.Shutdown(); }
/// <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) { if (!running) { Exit(); } inputHelper.Update(gameTime); camera.Update(gameTime, inputHelper, KeyManager.Instance); // Update current gamestate GameStateManager.Update(gameTime); GameStateManager.HandleInput(inputHelper, KeyManager.Instance); //TIJDELIJKE CODE OMDAT IK GEEN IDEE HEB WAAR IK DIT ANDERS ZOU KUNNEN ZETTEN if (inputHelper.KeyPressed(Keys.Escape)) { ToggleFullScreen(); } //EINDE TIJDELIJKE CODE base.Update(gameTime); }
void Update() { stateManager.Update(Time.deltaTime); // Just to be safe var currentState = GetCurrentState(); if (currentState != HangingState && currentState != FallingState) { var oldPos = transform.position; if (oldPos.y != 0) { oldPos.y = 0; } transform.position = oldPos; } if (Vector3.Distance(transform.position, antura.transform.position) < 15.0f) { Scare(antura.transform.position, 5); return; } }
protected override void Update(GameTime gameTime) { HandleInput(); gameStateManager.Update(gameTime); }
protected override void Update(GameTime time) { if (!IsActive) { base.Update(time); return; } #if !DEBUG try { #endif if (GumInputMapper.WasConsoleTogglePressed()) { ConsoleVisible = !ConsoleVisible; if (ConsoleVisible) { var commandPanel = GetConsoleTile("COMMAND"); commandPanel.AddCommandEntry(); ConsoleGui.SetFocus(commandPanel.Children[0]); } } if (ConsoleVisible) { ConsoleGui.Update(time); if (ConsoleGui.FocusItem != null) { DwarfGame.GumInput.FireKeyboardActionsOnly(ConsoleGui); } } PerformanceMonitor.BeginFrame(); PerformanceMonitor.PushFrame("Update"); AssetManagement.Steam.Steam.Update(); DwarfTime.LastTime.Update(time); GameStateManager.Update(DwarfTime.LastTime); lock (_actionMutex) { foreach (var action in _lazyActions) { action.Action(); action.Result?.Invoke(); } _lazyActions.Clear(); } base.Update(time); PerformanceMonitor.PopFrame(); #if !DEBUG } catch (HandledException) { throw; } catch (Exception exception) { Program.CaptureException(exception); if (Program.ShowErrorDialog(exception.Message)) { throw new HandledException(exception); } } #endif HasRendered = false; }
public void Update() { gameStateManager.Update(); }
// Update is called once per frame void Update() { gameStateManager.Update(Time.deltaTime); }
public override void Update(float Dt) { StateMgr.Update(Dt); }
void Update() { GameStateManager.Update(); }
void Update() { stateManager.Update(Time.deltaTime); }
public void Update() { gsm.Update(); }