protected override void Update(GameTime gameTime) { Sound.Update(); Music.Play("music1"); QuakeManager.Update(); ControlInput.Update(); FrameTime = (float)gameTime.ElapsedGameTime.TotalSeconds; if (SlowTime > 0f) { SlowTime -= FrameTime; FrameTime /= 10f; } switch (GameMode) { case GameModes.Playing: UpdateGame(); break; case GameModes.Menu: if (Menu.MenuMode == MenuMode.Dead) { var pTime = FrameTime; FrameTime /= 3f; UpdateGame(); FrameTime = pTime; } Menu.Update(this); break; } base.Update(gameTime); }
protected override void Update(GameTime gameTime) { if (!GameContent.IsLoaded) { base.Update(gameTime); return; } // Update KeyboardController for Commands keyboard.Update(); Input.GetState(); // Game implemented using Entity-Component-System, // Systems store instances of certain types of Components TransformSystem.Update(gameTime); BehaviorScriptSystem.Update(gameTime); ColliderSystem.Update(gameTime); ColliderSystem.Check(); SpriteSystem.Update(gameTime); TextSystem.Update(gameTime); Sound.Update(gameTime); base.Update(gameTime); }
private void Update() { Time.Update(); Scene.Update(); Sound.Update(); FSM.Update(); }
/// <summary>Is called every frame.</summary> /// <param name="data">The data passed to the plugin.</param> public void Elapse(ElapseData data) { /* * How to access panel variables: * Panel[i] = 1; * * How to access sound variables: * Sound[i] = SoundInstructions.PlayOnce; * */ // TODO: Your old Elapse code goes here. Sound.Update(); }
/// <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 (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) { this.Exit(); } Sound.Update(); Music.Play("music1"); QuakeManager.Update(); frameTime = (float)gameTime.ElapsedGameTime.TotalSeconds; NetPlay.NetGame.FrameTime = FrameTime; frameTime *= 1.5f; if (SlowTime > 0f) { SlowTime -= FrameTime; frameTime /= 10f; } NetPlay.Update(character, pManager); store.Update(); switch (gameMode) { case GameModes.Playing: UpdateGame(); break; case GameModes.Menu: if (menu.menuMode == Menu.MenuMode.Dead) { float pTime = FrameTime; frameTime /= 3f; UpdateGame(); frameTime = pTime; } menu.Update(this); break; } base.Update(gameTime); }
protected override void Update(GameTime gameTime) { Sound.Update(); Input.Update(); // Exit using ESC if (Input.KeyboardEscapeJustPressed || Input.GamePadBackJustPressed) { this.Exit(); } // Sound mute if (Input.KeyboardSounduteJustPressed) { Sound.MuteSound = !Sound.MuteSound; } base.Update(gameTime); }
protected override void Update(GameTime gameTime) { CurrentFrame++; Now = (float)gameTime.TotalGameTime.Ticks / 10000000f; DT = (float)gameTime.ElapsedGameTime.Ticks / 10000000f; Input.Update(DT); Sound.Update(DT); if (State == GameState.Menu) { _mainMenu.Update(DT); } else if (State == GameState.Game) { Console.Update(DT); WindowManager.Update(DT); AreaChanger.Update(DT); GUI.Update(DT); PopupMessageManager.Update(DT); //Toggle options/exit if (/*!deathEffectManager->isActive() && */ !WindowManager.IsWindowOpen && SMH.Input.IsDown(Keys.Escape)) { SMH.WindowManager.OpenMiniMenu(MiniMenuMode.Exit); } if (!WindowManager.IsWindowOpen && !AreaChanger.IsChangingAreas) { GameTime += DT; Player.Update(DT); Environment.Update(DT); EnemyManager.Update(DT); LootManager.Update(DT); ProjectileManager.Update(DT); NPCManager.Update(DT); } } }
/// <summary>Is called every frame.</summary> public void Elapse(ElapseData data) { if (data.PrecedingVehicle != null) { if (data.PrecedingVehicle.Distance < 0.2 && data.PrecedingVehicle.Distance > -1 && !crashed) { if (data.Vehicle.Speed.KilometersPerHour > CrashSpeed) { crashed = true; Panel[PanelManager.Crash] = 1; SoundManager.Play(ATSSoundManager.Crash, 1.0, 1.0, false); } } } Interlocker.update(data); SafetySystem.update(data); PanelManager.update(data, Panel); DVS.update(data); Misc.Update(data); Sound.Update(); }