/// <summary> /// Actualiza la aplicación /// </summary> /// <param name="gameTime">Tiempo de juego</param> protected override void Update(GameTime gameTime) { // Fin de captura de salida de usuario InputHandler.Begin(); // Salir if (InputHandler.KeyPressed(Keys.Escape)) { this.Exit(); } // Reinicio if (InputHandler.KeyPressed(Keys.R)) { this.Reset(); } #region Tanque 1 // Captura de disparo del tanque 1 if (InputHandler.KeyPressed(Keys.Enter)) { this.Fire(gameTime, this.m_Tank_1, this.m_CurrentShotType_1); } // Cambios de munición del tanque 1 if (InputHandler.KeyPressed(Keys.D1)) { m_CurrentShotType_1 = ShotType.HeavyBolter; } if (InputHandler.KeyPressed(Keys.D2)) { m_CurrentShotType_1 = ShotType.FlameThrower; } if (InputHandler.KeyPressed(Keys.D3)) { m_CurrentShotType_1 = ShotType.Artillery; } if (InputHandler.KeyPressed(Keys.D4)) { m_CurrentShotType_1 = ShotType.Laser; } // Movimiento del tanque 1 if (InputHandler.KeyPressing(Keys.Up)) { m_Tank_1.GoForward(5f); } if (InputHandler.KeyPressing(Keys.Down)) { m_Tank_1.GoBackward(5f); } if (InputHandler.KeyPressing(Keys.Left)) { m_Tank_1.TurnLeft(0.01f); } if (InputHandler.KeyPressing(Keys.Right)) { m_Tank_1.TurnRight(0.01f); } #endregion #region Tanque 2 // Captura de disparo del tanque 2 if (InputHandler.KeyPressed(Keys.Space)) { this.Fire(gameTime, this.m_Tank_2, this.m_CurrentShotType_2); } // Cambios de munición del tanque 2 if (InputHandler.KeyPressed(Keys.D7)) { m_CurrentShotType_2 = ShotType.HeavyBolter; } if (InputHandler.KeyPressed(Keys.D8)) { m_CurrentShotType_2 = ShotType.FlameThrower; } if (InputHandler.KeyPressed(Keys.D9)) { m_CurrentShotType_2 = ShotType.Artillery; } if (InputHandler.KeyPressed(Keys.D0)) { m_CurrentShotType_2 = ShotType.Laser; } // Movimiento del tanque 2 if (InputHandler.KeyPressing(Keys.I)) { m_Tank_2.GoForward(5f); } if (InputHandler.KeyPressing(Keys.K)) { m_Tank_2.GoBackward(5f); } if (InputHandler.KeyPressing(Keys.J)) { m_Tank_2.TurnLeft(0.01f); } if (InputHandler.KeyPressing(Keys.L)) { m_Tank_2.TurnRight(0.01f); } #endregion this.Physics.Update(gameTime); // Fin de captura de entrada de usuario InputHandler.End(); // Actualización base base.Update(gameTime); }