protected override void Update(GameTime gameTime) { var deltaTime = gameTime.GetElapsedSeconds(); var keyboardState = Keyboard.GetState(); if (keyboardState.IsKeyDown(Keys.Escape)) { Exit(); } _progressBar.Progress += deltaTime * _progressDelta; if (_progressBar.Progress >= 1.1f) { _progressDelta = -_progressDelta; } else if (_progressBar.Progress <= -0.1f) { _progressDelta = -_progressDelta; } _guiSystem.Update(gameTime); base.Update(gameTime); }
// Manage the GUI here, all the buttons and player input. public void Update(GameTime gameTime) { backgroundManager.Update(); CurrentKeyboardState = Keyboard.GetState(); // Button actions go here if ((CurrentKeyboardState.IsKeyUp(Keys.Enter) && PreviousKeyboardState.IsKeyDown(Keys.Enter)) || (CurrentKeyboardState.IsKeyUp(Keys.E) && PreviousKeyboardState.IsKeyDown(Keys.E))) { if (btnNewGame.IsSelected) { Game1.gameState = GameState.Playing; } //if (btnOptions.IsSelected) //Game1.gameState = Game1.GameState.OptionsMenu; if (btnExit.IsSelected) { Game1.gameState = GameState.Exiting; } } PreviousKeyboardState = Keyboard.GetState(); guiSystem.Update(); }
public override void Update(GameTime gameTime) { guiSystem.Update(gameTime); var provider = CultureInfo.CurrentCulture; // sync textBoxR.Text = Nocubeless.Player.NextColorToLay.Red.ToString(provider); textBoxG.Text = Nocubeless.Player.NextColorToLay.Green.ToString(provider); textBoxB.Text = Nocubeless.Player.NextColorToLay.Blue.ToString(provider); #region Text Boxes textBoxR.Update(gameTime); textBoxG.Update(gameTime); textBoxB.Update(gameTime); try // textBox Picker Event { int r = Convert.ToInt32(textBoxR.Text.ToString(provider), provider), g = Convert.ToInt32(textBoxG.Text.ToString(provider), provider), b = Convert.ToInt32(textBoxB.Text.ToString(provider), provider); var newColor = new CubeColor(r, g, b); Nocubeless.Player.NextColorToLay = newColor; } catch (FormatException) { } // conversion error (e.g. is not a number) #endregion base.Update(gameTime); }
public void Update(GameTime gameTime, GraphicsDevice graphicsDevice) { guiSystem.Update(); // Update the Scrollable Lists ChallengeSelectionList.Update(gameTime); }
protected override void Update(GameTime gameTime) { var keyboardState = Keyboard.GetState(); if (keyboardState.IsKeyDown(Keys.Escape)) { Exit(); } _guiSystem.Update(gameTime); }
protected override void Update(GameTime gameTime) { var deltaTime = gameTime.GetElapsedSeconds(); var keyboardState = Keyboard.GetState(); if (keyboardState.IsKeyDown(Keys.Escape)) { Exit(); } _guiSystem.Update(gameTime); base.Update(gameTime); }
internal override void UpdateScene(GameTime gameTime) { var keyboardState = KeyboardExtended.GetState(); if (keyboardState.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.Enter)) { ProtoHelper.WriteToChat(chatText.Text); var t = text.Get <Text>(); t.text = $"{ProtoHelper.nickname}: {chatText.Text}"; } _guiSystem.Update(gameTime); }
public void Update(GameTime gameTime) { guiSystem.Update(); CurrentKeyboardState = Keyboard.GetState(); if ((CurrentKeyboardState.IsKeyUp(Keys.Enter) && PreviousKeyboardState.IsKeyDown(Keys.Enter)) || (CurrentKeyboardState.IsKeyUp(Keys.E) && PreviousKeyboardState.IsKeyDown(Keys.E))) { if (btnControlUp.IsSelected) { if (btnReturn.IsSelected) { Game1.gameState = GameState.StartMenu; } } } PreviousKeyboardState = Keyboard.GetState(); }
protected override void Update(GameTime gameTime) { var keyboardState = Keyboard.GetState(); if (keyboardState.IsKeyDown(Keys.Escape) && _previousKeyboardState.IsKeyUp(Keys.Escape)) { Back(); } _fpsCounter.Update(gameTime); _guiSystem.Update(gameTime); _currentDemo?.OnUpdate(gameTime); _previousKeyboardState = keyboardState; base.Update(gameTime); }
public void Update(GameTime gameTime, GraphicsDevice graphicsDevice) { backgroundManager.Update(); CurrentKeyboardState = Keyboard.GetState(); // Button actions go here if ((CurrentKeyboardState.IsKeyUp(Keys.Enter) && PreviousKeyboardState.IsKeyDown(Keys.Enter)) || (CurrentKeyboardState.IsKeyUp(Keys.E) && PreviousKeyboardState.IsKeyDown(Keys.E))) { if (btnBack.IsSelected) { Game1.gameState = GameState.StartMenu; } } PreviousKeyboardState = Keyboard.GetState(); guiSystem.Update(); }
public void Update(GameTime gameTime) { activeScreen.Update(gameTime); guiSystem.Update(gameTime); }
/// <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) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { if (uiDismissed) { uiDismissed = false; _gui.ActiveScreen.Show(); } } //gui stuff _gui.Update(gameTime); if (!uiDismissed) { return; } //updt paddle if (!bothAI) { usery = (int)(Mouse.GetState().Position.Y - (paddleh / 2.0)); } if (allowDrag) { if (Mouse.GetState().LeftButton == ButtonState.Pressed) { ballpos = Mouse.GetState().Position.ToVector2(); } } //ball hit bounds if (ballpos.Y <= 0 || ballpos.Y + balld >= GraphicsDevice.Viewport.Height) { ballvel.Y *= -1; } if (ballpos.X <= 0 || ballpos.X + balld >= GraphicsDevice.Viewport.Width) { ballvel.X *= -1; } //collide with paddle if (ballpos.X + balld + ballvel.X >= (GraphicsDevice.Viewport.Width - paddlew)) { //ball our side if ((ballpos.Y > usery) && (ballpos.Y < (usery + paddleh))) { if (angleRandomisation) { ballvel.X *= r.Next(-130, -80) / 100f; } else { ballvel.X *= -1; } } else { //they score othersc += 1; ballvel = new Vector2(5 * ballspeed, 5 * ballspeed); ResetBallPos(); return; } } else if (ballpos.X + ballvel.X <= paddlew) { //ball their side if ((ballpos.Y > othery) && (ballpos.Y < (othery + paddleh))) { if (angleRandomisation) { ballvel.X *= r.Next(-130, -80) / 100f; } else { ballvel.X *= -1; } } else { //we score usersc += 1; ballvel = new Vector2(-5 * ballspeed, 5 * ballspeed); ResetBallPos(); return; } } //AI DoAdvancedAI(Math.Max(15.0 * MathHelper.ToPol(ballvel).Item2, 50)); //apply vel to ball ballpos.X += ballvel.X; ballpos.Y += ballvel.Y; base.Update(gameTime); }
internal override void UpdateScene(GameTime gameTime) { _guiSystem.Update(gameTime); }
public override void Update(GameTime gameTime) { guiSystem.ActiveScreen.IsVisible = sharedContext.ShowDebugInfo; guiSystem.Update(gameTime); }
public void Update(GameTime gameTime) { _guiSystem.Update(gameTime); }