/// <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)) { Exit(); } timesincelastTick += gameTime.ElapsedGameTime.Milliseconds; if (timesincelastTick > MilisecondsperTick && partyTime == true) { changeBGcolor = true; timesincelastTick -= MilisecondsperTick; for (int i = 0; i < 3; i++) { balloons.Add(new Balloon(Content, random)); } for (int i = 0; i < 900; i++) { conffettis.Add(new conffetti(Content, random)); } } if (timesincelastTick > MilisecondsperTick && partyTime == false) { changeBGcolor = false; timesincelastTick -= MilisecondsperTick; } inputs.Update(); // TODO: Add your update logic here player.Update(gameTime); for (int i = 0; i < balloons.Count; i++) { balloons[i].Update(gameTime); if (balloons[i].isGone == true) { balloons.RemoveAt(i); } } for (int i = 0; i < conffettis.Count; i++) { conffettis[i].Update(gameTime); if (conffettis[i].isGone == true) { conffettis.RemoveAt(i); } } base.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)) { Exit(); } InputManager.Update(gameTime); gameWorld.Update(gameTime, camera); camera.PointTo(gameWorld.player); frameCounter.Update(gameTime); base.Update(gameTime); }
static void UpdateScene() { while (true) { if (Scene != null) { if (Stopwatch.ElapsedMilliseconds > 1) { Input.Update(); Scene.Update(); Stopwatch.Restart(); } } } }
/// <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) { // TODO: Add your update logic here float fraps = (float)gameTime.ElapsedGameTime.Ticks / 10000000; fps += fraps; //if (fps >= 1f / 60) { cursor.Update(gameTime); base.Update(gameTime); fps -= 1f / 60; InputManager.Update(); } }
internal void HandleUpdate(GameTime gameTime) { GameEngine.gameTime = gameTime.TotalGameTime; HandleMouse(Mouse.GetState()); Input.Update(); for (int i = 0; i < _maxNumPlayers; ++i) { HandleGamePad(i); } HandleKeyboard(); SetCamera(); GameEngine.Update(); }
protected override void Update(GameTime gameTime) { /* * if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) * Exit(); */ Time.Update(gameTime); InputManager.Update(); exitButton.Update(); currentScene.Update(); base.Update(gameTime); }
protected override void Update(GameTime gameTime) { TouchCollection touchLocations = TouchManager.Touches; if (touchLocations.Count > 0) { Debug.WriteLine("ok"); } InputManager.Update(); Console.WriteLine(InputManager.MouseState.ScrollWheelValue); Console.WriteLine(InputManager.MouseState.HorizontalScrollWheelValue); base.Update(gameTime); }
protected override void OnUpdate(GameTime dt) { ScreenService s = ((ScreenService)Services.GetService(typeof(ScreenService))); s.Update(); if (game.IsMouseVisible != s.IsMouseVisible) { game.IsMouseVisible = s.IsMouseVisible; } InputManager i = ((InputManager)Services.GetService(typeof(InputManager))); i.Update(); i.IsActive = IsActive; base.OnUpdate(dt); }
protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } Time.Update(gameTime); InputManager.Update(); if (InputManager.IsKeyPressed(Keys.Space)) { while (!(search.Start = search.Nodes[random.Next(search.Cols), random.Next(search.Rows)]).Passable) { ; } while (!(search.End = search.Nodes[random.Next(search.Cols), random.Next(search.Rows)]).Passable) { ; } search.Search(); path.Clear(); AStarNode current = search.End; while (current != null) { path.Insert(0, current.Position); current = current.Parent; } /* * search.Start = search.Nodes[random.Next(search.Cols), random.Next(search.Rows)]; // assign a random start node (passable) * search.End = search.Nodes[random.Next(search.Cols), random.Next(search.Rows)]; // assign a random end node (passable) * search.Search(); * path.Clear(); * AStarNode current = search.End; * * while (current != null) * { * path.Insert(0, current.Position); * current = current.Parent; * } */ } base.Update(gameTime); }
protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } Time.Update(gameTime); InputManager.Update(); if (InputManager.IsKeyDown(Keys.W)) { cameraTransform.LocalPosition += cameraTransform.Forward * Time.ElapsedGameTime; } if (InputManager.IsKeyDown(Keys.S)) { cameraTransform.LocalPosition += cameraTransform.Backward * Time.ElapsedGameTime; } if (InputManager.IsKeyDown(Keys.A)) { cameraTransform.Rotate(Vector3.Up, Time.ElapsedGameTime); } if (InputManager.IsKeyDown(Keys.D)) { cameraTransform.Rotate(Vector3.Up, -Time.ElapsedGameTime); } // ********** Parent Rotation ******************************* if (InputManager.IsKeyDown(Keys.Up)) { modelTransform.Rotate(Vector3.Up, Time.ElapsedGameTime); } if (InputManager.IsKeyDown(Keys.Down)) { modelTransform.Rotate(Vector3.Down, Time.ElapsedGameTime); } if (InputManager.IsKeyDown(Keys.Right)) { model2Transform.LocalPosition += modelTransform.Right * Time.ElapsedGameTime; } if (InputManager.IsKeyDown(Keys.Left)) { model2Transform.LocalPosition += modelTransform.Left * Time.ElapsedGameTime; } // ********************************************************** base.Update(gameTime); }
//----------------------------------------------------------------- public void Update() { UI.UpdateFade(); UI.UpdateUIAnimations(); UI.Update(); InputM.Update(); AudioM.Update(); if (CurrentState == null) { return; } CurrentState.Update(); }
public void Update(GameTime gameTime) { Input.Update(); _currentScreen.Update(gameTime); if (_gameManager?.GameEngine?.GameState != null && _gameManager.GameEngine.GameState.Completed) { CallAction(MenuManager.Action.ShowLevelCompletedScreen, null); } if (_gameManager?.GameEngine?.GameState != null && _gameManager.GameEngine.GameState.Mode == GameState.State.GameOver) { CallAction(Action.ShowGameOverScreen, null); } }
private static bool Update() { InputManager.Update(); if (CurrentState == null) { throw new NullReferenceException(nameof(CurrentState)); } if (InputManager.CheckAction(InputAction.CloseWindow)) { return(false); } return(CurrentState.Update()); }
/// <summary> /// Reference page contains links to related conceptual articles. /// </summary> /// <param name="gameTime">Time passed since the last call to Update.</param> protected override void Update(GameTime gameTime) { base.Update(gameTime); // we update the Interpolator and Timer providers Interpolator.Update((float)gameTime.ElapsedGameTime.TotalSeconds); Timer.Update((float)gameTime.ElapsedGameTime.TotalSeconds); // Update managers _inputManager.Update(gameTime); _gameStateManager.Update(gameTime); _scriptManager.Update(gameTime); _physicsManager.Update(gameTime); _fpsCounter.Update(gameTime); }
public virtual void RawUpdate(float dt) { cumulativeDelta += dt * framesPerSecond; if (cumulativeDelta > 1f) { inputManager.Update(); Update(); cumulativeDelta -= 1f; if (cumulativeDelta >= 1f) { cumulativeDelta = 0f; } } framesSinceStart += 1; DrawUpdate(cumulativeDelta); }
/// <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)) { Exit(); } InputManager.Update(); // TODO: Add your update logic here overworld.Update(gameTime); camera.Update(); base.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) { InputManager.Update(); simpleFps.Update(gameTime); Window.Title = simpleFps.msg; if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } SceneManager.ActiveScene.Update(gameTime.ElapsedGameTime.TotalMilliseconds); base.Update(gameTime); }
// Update is called once per frame void Update() { waitTime -= Time.deltaTime; if (waitTime < 0) { if (!continueField.activeSelf) { continueField.SetActive(true); } inputManager.Update(); if (inputManager.Direction() != Vector2.zero || inputManager.Shooting) { GameManager.SetScene(1); } } }
protected override void Update(GameTime gameTime) { if (GameManager.CurrentRound != null) { foreach (Updatable obj in GameManager.CurrentRound) { obj.Update(); } } UiManager.Update(); InputManager.Update(); GameManager.Update(); base.Update(gameTime); }
protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } Time.Update(gameTime); InputManager.Update(); solTransform.Rotate(Vector3.Forward, Time.ElapsedGameTime); earthTransform.Rotate(Vector3.Backward, Time.ElapsedGameTime * 2); base.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)) { Exit(); } World.Step(1 / 60.0f); InputManager.Update(gameTime); b.Computer.Step(); TimerManager.Update(gameTime); currentScreen.Update(gameTime); base.Update(gameTime); }
protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } _input.Update(gameTime, Keyboard.GetState()); _world.Update(gameTime); _camera.Update(gameTime); base.Update(gameTime); }
void Update() { InputManager.Update(); // Use last device which provided input. var inputDevice = InputManager.ActiveDevice; // Set target object material color based on which action is pressed. if (inputDevice.Action1) { target.renderer.material.color = Color.green; } else if (inputDevice.Action2) { target.renderer.material.color = Color.red; } else if (inputDevice.Action3) { target.renderer.material.color = Color.blue; } else if (inputDevice.Action4) { target.renderer.material.color = Color.yellow; } else { target.renderer.material.color = Color.white; } // Rotate target object with both sticks and d-pad. target.transform.Rotate(Vector3.down, 500.0f * Time.deltaTime * inputDevice.Direction.x, Space.World); target.transform.Rotate(Vector3.right, 500.0f * Time.deltaTime * inputDevice.Direction.y, Space.World); target.transform.Rotate(Vector3.down, 500.0f * Time.deltaTime * inputDevice.RightStickX, Space.World); target.transform.Rotate(Vector3.right, 500.0f * Time.deltaTime * inputDevice.RightStickY, Space.World); // Zoom target object with scroll wheel. var z = inputDevice.GetControl(InputControlType.ScrollWheel); targetPosition.z = Mathf.Clamp(targetPosition.z + z, -10.0f, 25.0f); target.transform.position = Vector3.MoveTowards(target.transform.position, targetPosition, Time.deltaTime * 25.0f); // Only supported on Windows with XInput and Xbox 360 controllers. InputManager.ActiveDevice.Vibrate(inputDevice.LeftTrigger, inputDevice.RightTrigger); }
/// <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 (InputManager.IsKeyDown(Keys.Up)) { player.Clip = 0; playerDirection = -Vector2.UnitY; player.Position += Vector2.UnitY * -5; player.Update(); } else if (InputManager.IsKeyDown(Keys.Down)) { player.Clip = 1; playerDirection = Vector2.UnitY; player.Position += Vector2.UnitY * 5; player.Update(); } else if (InputManager.IsKeyDown(Keys.Left)) { player.Clip = 2; playerDirection = Vector2.UnitX; player.Position += Vector2.UnitX * -5; player.Update(); } else if (InputManager.IsKeyDown(Keys.Right)) { player.Clip = 3; playerDirection = Vector2.UnitX; player.Position += Vector2.UnitX * 5; player.Update(); } timeLeft = timeLeft - Time.ElapsedGameTime; timeBar.Value = timeLeft / 90f; timeBar.Update(); distanceWalked++; distanceBar.Value = distanceWalked / 1000f; distanceBar.Update(); Time.Update(gameTime); InputManager.Update(); base.Update(gameTime); }
/// <summary> /// Allows each screen to run logic. /// </summary> public override void Update(GameTime gameTime) { // Read the keyboard and gamepad. _inputManager.Update(); // Make a copy of the master screen list, to avoid confusion if // the process of updating one screen adds or removes others. _screensToUpdate.Clear(); foreach (GameScreen screen in _screens) { _screensToUpdate.Add(screen); } bool otherScreenHasFocus = !Game.IsActive; bool coveredByOtherScreen = false; // Loop as long as there are screens waiting to be updated. while (_screensToUpdate.Count > 0) { // Pop the topmost screen off the waiting list. GameScreen screen = _screensToUpdate[_screensToUpdate.Count - 1]; _screensToUpdate.RemoveAt(_screensToUpdate.Count - 1); // Update the screen. screen.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen); if (screen.ScreenState == ScreenState.TransitionOn || screen.ScreenState == ScreenState.Active) { // If this is the first active screen we came across, // give it a chance to handle input. if (!otherScreenHasFocus) { screen.HandleInput(gameTime); otherScreenHasFocus = true; } // If this is an active non-popup, inform any subsequent // screens that they are covered by it. if (!screen.IsPopup) { coveredByOtherScreen = true; } } } }
protected override void Update(GameTime gameTime) { if (stop) { Exit(); } InputManager.Update(CanvasScale); GlobalTime.Update(gameTime); GlobalTime.ChangeSpeed(GameSpeed); SceneManager.UpdateScenes(); ParticleManager.UpdateParticles(); if (Convert.ToBoolean(ConfigManager.GetValue("enable_sky"))) { sky.Update(); } base.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 (Keyboard.GetState().IsKeyDown(Keys.Escape) && _lastState.IsKeyUp(Keys.Escape) || InputManager.IsButtonPressed(Buttons.Back, PlayerIndex.One)) { ScreenManager.Instance.HandleBackEvent(); } #region Debug if (Keyboard.GetState().IsKeyDown(Keys.F11) && _lastState.IsKeyUp(Keys.F11)) { _graphics.ToggleFullScreen(); } _lastState = Keyboard.GetState(); #endregion base.Update(gameTime); InputManager.Update(); // Must be called after base. (This updates InputManager._LastStates) }
protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } Time.Update(gameTime); InputManager.Update(); foreach (Rigidbody rigidbody in rigidbodies) { rigidbody.Update(); } Vector3 normal; // it is updated if a collision happens for (int i = 0; i < transforms.Count; i++) { if (boxCollider.Collides(colliders[i], out normal)) { numberCollisions++; if (Vector3.Dot(normal, rigidbodies[i].Velocity) < 0) { rigidbodies[i].Impulse += Vector3.Dot(normal, rigidbodies[i].Velocity) * -2 * normal; } } for (int j = i + 1; j < transforms.Count; j++) { if (colliders[i].Collides(colliders[j], out normal)) { numberCollisions++; } Vector3 velocityNormal = Vector3.Dot(normal, rigidbodies[i].Velocity - rigidbodies[j].Velocity) * -2 * normal * rigidbodies[i].Mass * rigidbodies[j].Mass; rigidbodies[i].Impulse += velocityNormal / 2; rigidbodies[j].Impulse += -velocityNormal / 2; } } base.Update(gameTime); }
protected override void Update(GameTime gameTime) { inputManager.Update(gameTime); if (inputManager.IsExit) { Exit(); } var deltaTimes = GetDeltaTimes(gameTime); if (Config.DebugMode) { _debugOverlay.Update(deltaTimes); } state?.Update(deltaTimes); base.Update(gameTime); }
protected override void Update(GameTime gameTime) { if (Quit) { NetworkClient.Shutdown(); Exit(); } // TODO: Add your update logic here InputManager.Update(); WindowManager.Update(gameTime); NetworkClient.CheckConnection(gameTime); base.Update(gameTime); }