/// <summary> /// Update the state of the background screen. /// </summary> /// <param name="gameTime">Current time of the game.</param> /// <param name="otherScreenHasFocus">true if other screen has the focus, false otherwise.</param> /// <param name="coveredByOtherScreen">true if other screen cover this screen, false otherwise.</param> public override void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) { base.Update(gameTime, otherScreenHasFocus, false); _animationRing1.Update(gameTime.ElapsedGameTime); _animationRing2.Update(gameTime.ElapsedGameTime); _individualTransformations["polySurface26"] = Matrix.CreateRotationY(_animationRing1.Rotation.Y); _individualTransformations["polySurface27"] = Matrix.CreateRotationY(_animationRing2.Rotation.Y); }
/// <summary> /// Update the state of the screen. /// </summary> /// <param name="gameTime">Current time of the game.</param> /// <param name="otherScreenHasFocus">true if other screen has the focus, false otherwise.</param> /// <param name="coveredByOtherScreen">true if other screen cover this screen, false otherwise.</param> public override void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) { base.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen); // Update the transition float transitionOffset = (float)Math.Pow(TransitionInstant, 2); if (ScreenState == ScreenState.TransitionOn) { _currentPosition.X -= transitionOffset * 256; } else { _currentPosition.X += transitionOffset * 512; } _animation.Update(gameTime.ElapsedGameTime); _model.Rotation = new Vector3(_animation.Rotation.X, _model.Rotation.Y, _model.Rotation.Z); }
public override void Update(GameTime gameTime) { base.Update(gameTime); Animation.Update(gameTime, this); }