/// <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 (!GameContent.IsLoaded) { return; } if (!clicked) { clicked = Mouse.GetState().LeftButton == ButtonState.Pressed; if (clicked) { MediaPlayer.Play(GameContent.Songs.Music); } return; } // Handle polling for our input and handling high-level input HandleInput(gameTime); // update our level, passing down the GameTime along with all of our input states level.Update(gameTime, keyboardState, gamePadState, accelerometerState, Window.CurrentOrientation); if (level.Player.Velocity != Vector2.Zero) { virtualGamePad.NotifyPlayerIsMoving(); } 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) { // Handle polling for our input and handling high-level input HandleInput(gameTime); // update our level, passing down the GameTime along with all of our input states level.Update(gameTime, keyboardState, gamePadState, accelerometerState, Window.CurrentOrientation); if (level.Player.Velocity != Vector2.Zero) { virtualGamePad.NotifyPlayerIsMoving(); } 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) { //Confirm the screen has not been resized by the user if (backbufferHeight != GraphicsDevice.PresentationParameters.BackBufferHeight || backbufferWidth != GraphicsDevice.PresentationParameters.BackBufferWidth) { ScalePresentationArea(); } // Handle polling for our input and handling high-level input HandleInput(gameTime); // update our level, passing down the GameTime along with all of our input states level.Update(gameTime, keyboardState, gamePadState, accelerometerState, Window.CurrentOrientation); if (level.Player.Velocity != Vector2.Zero) { virtualGamePad.NotifyPlayerIsMoving(); } base.Update(gameTime); }