public void HandleInput(GameTime gameTime, GInputState Input) { if (getListState().Count != 0) { getListState()[getListState().Count - 1].HandleInput(gameTime, Input); } }
public override void UpdateMove(GameTime gameTime, GInputState Input) { if (this.POSITION.X < 0 || this.POSITION.X > 450) { this.m_Veloc.X *= -1; } if (this.POSITION.Y < 0 || this.POSITION.Y > 750) { this.m_Veloc.Y *= -1; } base.UpdateMove(gameTime, Input); }
virtual public void HandleInput(GameTime gameTime, GInputState Input) { }
public override void HandleInput(Microsoft.Xna.Framework.GameTime gameTime, GInputState Input) { square.UpdateMove(gameTime, Input); base.HandleInput(gameTime, Input); }
virtual public void UpdateMove(GameTime gameTime, GInputState Input) { m_Position.X += VELOC.X * gameTime.ElapsedGameTime.Milliseconds / 10; m_Position.Y += VELOC.Y * gameTime.ElapsedGameTime.Milliseconds / 10; }