/// <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) { // Allows the game to exit if (xInput.GamePad.GetState(PlayerIndex.One).Buttons.Back == xInput.ButtonState.Pressed) { Application.Current.Exit(); } #if WINDOWS_APP var keyboardState = Microsoft.Xna.Framework.Input.Keyboard.GetState(); //if (keyboardState.IsKeyUp()) #endif #if WINDOWS_PHONE_APP if (screenPad.GetState().Buttons.B == ButtonState.Pressed) { buttonBPressed = true; } else if (screenPad.GetState().Buttons.B == ButtonState.Released && buttonBPressed) { buttonBPressed = false; var reviewHelper = BaseVerticalShooter.Resolver.Instance.Resolve <IReviewHelper>(); reviewHelper.MarketPlaceReviewTask(); } screenPad.Update(); #endif currentView.Update(gameTime); 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) { // Allows the game to exit if (xInput.GamePad.GetState(PlayerIndex.One).Buttons.Back == xInput.ButtonState.Pressed) { this.Exit(); } if (screenPad.GetState().Buttons.B == ButtonState.Pressed) { buttonBPressed = true; } else if (screenPad.GetState().Buttons.B == ButtonState.Released && buttonBPressed) { buttonBPressed = false; //MarketplaceReviewTask marketplaceReviewTask = new MarketplaceReviewTask(); //marketplaceReviewTask.Show(); } screenPad.Update(); currentView.Update(gameTime); base.Update(gameTime); }