Exemplo n.º 1
0
        /// <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)
        {
            //timer for measuring performance & implementing the clocks
            updateLoopTimer.Start();

            if (IsActive)
            {
                //start perfMeasureSW to measure performance of the intrpreter step method
                perfMeasureSW.Start();

                //step the intrpreter
                intr.Advance();

                perfMeasureSW.Stop();

                Debug.WriteLine($"Interpreter advance execution time {perfMeasureSW.ElapsedMilliseconds}ms");

                perfMeasureSW.Reset();

                //check for any keys being pressed
                CheckForKeyPress();


                //if the drawglag is set,
                if (intr.drawFlag)
                {
                    perfMeasureSW.Start();

                    DrawTextureArray();
                }



                //If user presses Esc, exit
                if (GamePad.GetState(PlayerIndex.One).Buttons.Back ==
                    ButtonState.Pressed || Keyboard.GetState().IsKeyDown(
                        Keys.Escape))
                {
                    Exit();
                }

                //measure amt of time taken by base.Update
                perfMeasureSW.Start();

                base.Update(gameTime);

                perfMeasureSW.Stop();

                Debug.WriteLine($"base.Update(gametime) took {perfMeasureSW.ElapsedMilliseconds} ms");

                perfMeasureSW.Reset();
            }
        }