/// <summary> /// This function is called by step() and updates the actual game state. /// May be called multiple times per "frame" or draw call. /// </summary> protected internal void update() { //var mark:uint = getTimer(); //FlxG.elapsed = FlxG.timeScale * (_step / 1000); FlxG.getTimer = (uint)FlxS.GameTime.TotalGameTime.TotalMilliseconds; FlxG.elapsed = /* FlxG.timeScale * */ (float)FlxS.GameTime.ElapsedGameTime.TotalSeconds; FlxG.updateSounds(); FlxG.updatePlugins(); State.update(); FlxG.updateCameras(); //if(_debuggerUp) // _debugger.perf.flixelUpdate(getTimer()-mark); }