/// <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) { var deltaTime = (decimal)gameTime.ElapsedGameTime.TotalSeconds; if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } if (GameState == GameState.RUNNING) { WorldManager.HandleInput(KeyboardLetterToStringMapper.MapKeysToStrings(Keyboard.GetState().GetPressedKeys())); WorldManager.Move(deltaTime); WorldManager.UpdateWorldState(deltaTime); GameState = WorldManager.CheckEndConditions(); if (GameState == GameState.RUNNING) { WorldManager.AddNewElements(WorldManager.GetNumberOfElementsToAdd()); WorldManager.RemoveOldElements(); } } // TODO: Add your update logic here base.Update(gameTime); }