Пример #1
0
        /// <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)
        {
            KeyboardState keyboardState = Keyboard.GetState();


            UpdateCurrentScreen(gameTime, keyboardState);
            myCoroutiner.Update();

            lastKeyBoardState = Keyboard.GetState();
            base.Update(gameTime);
        }
Пример #2
0
        public void Update()
        {
            KeyboardState keyboardState = Keyboard.GetState();

            Keys[] pressedKeys = keyboardState.GetPressedKeys();

            //check if the currently pressed keys were already pressed
            foreach (Keys key in pressedKeys)
            {
                if (!lastPressedKeys.Contains(key))
                {
                    OnKeyDown(key);
                }
            }

            //save the currently pressed keys so we can compare on the next update
            lastPressedKeys = pressedKeys;
            myCoroutiner.Update();
        }
Пример #3
0
        public void Update()
        {
            KeyboardState keyboardState = Keyboard.GetState();

            if (keyboardState.IsKeyDown(Keys.A) &&
                keyboardState.IsKeyDown(Keys.S) &&
                keyboardState.IsKeyDown(Keys.D) &&
                keyboardState.IsKeyDown(Keys.F) &&
                keyboardState.IsKeyDown(Keys.Enter) &&
                lastKeyboardState != keyboardState)
            {
                if (!hasEnteredIntenseRound)
                {
                    hasEnteredIntenseRound = true;
                    myCoroutiner.StartCoroutine(DisplayEnterDebugMode());
                }
            }

            myCoroutiner.Update();
        }
Пример #4
0
 public void Update()
 {
     myCoroutiner.Update();
 }
Пример #5
0
 //3
 public virtual void Update(GameTime gameTime)
 {
     myCoroutiner.Update();
 }