Пример #1
0
        protected override void Update(GameTime gameTime)
        {
            var deltaTime = (float)gameTime.ElapsedGameTime.TotalSeconds;

            //var keyboardState = Keyboard.GetState();

            //if (keyboardState.IsKeyDown(Keys.Escape))
            //{
            //    UIKit.UIAlertView alert = new UIKit.UIAlertView()
            //    {
            //        Title = "Exiting Game",
            //        Message = "Game exit has been called"
            //    };
            //    alert.AddButton("OK");
            //    alert.Show();
            //    //Exit();
            //}

            // Update both InputManager (which updates states of each device) and GUI
            _inputManager.Update(gameTime);
            _gui.Update(gameTime);

            xx += deltaTime * _rotateDirection;

            base.Update(gameTime);
        }
Пример #2
0
 public void Update(GameTime gameTime)
 {
     if (State == GameCore.GameState.Title)
     {
         inputListener.Update(gameTime);
         gui.Update(gameTime);
     }
 }
Пример #3
0
 protected override void Update(GameTime gameTime)
 {
     //Update game if ingame
     if (GameState == GameCore.STATE_GAME)
     {
         World.Update(this, gameTime);
     }
     //Update GUI if on title screen
     else if (GameState == GameCore.STATE_TITLE)
     {
         inputManager.Update(gameTime);
         titleGui.Update(gameTime);
         if (transitionTo == GameCore.STATE_SCORES)
         {
             ChangeState(GameCore.STATE_SCORES);
             transitionTo = -1;
         }
     }
     //Update high scores if in high scores
     else if (GameState == GameCore.STATE_SCORES)
     {
         inputManager.Update(gameTime);
         highScoresGui.Update(gameTime);
         if (transitionTo == GameCore.STATE_TITLE)
         {
             ChangeState(GameCore.STATE_TITLE);
             transitionTo = -1;
         }
     }
     //Update gui input if got new high score
     else if (GameState == GameCore.STATE_INPUTSCORE)
     {
         inputManager.Update(gameTime);
         inputHighScoreGui.Update(gameTime);
         if (transitionTo == GameCore.STATE_SCORES)
         {
             ChangeState(GameCore.STATE_SCORES);
             transitionTo = -1;
         }
     }
     base.Update(gameTime);
 }
        protected override void Update(GameTime gameTime)
        {
            var deltaTime     = (float)gameTime.ElapsedGameTime.TotalSeconds;
            var keyboardState = Keyboard.GetState();

            if (keyboardState.IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            // Update both InputManager (which updates states of each device) and GUI
            _inputManager.Update(gameTime);
            _gui.Update(gameTime);

            _sprite.Rotation += deltaTime * _rotateDirection;

            base.Update(gameTime);
        }
Пример #5
0
 public void Update(GameTime gameTime)
 {
     _inputManager.Update(gameTime);
     _gui.Update(gameTime);
 }
Пример #6
0
 public void Update(GameTime gameTime)
 {
     _inputListener.Update(gameTime);
 }