示例#1
0
 /// <summary>
 /// This is called when the game should draw itself.
 /// </summary>
 /// <param name="gameTime">Provides a snapshot of timing values.</param>
 protected override void Draw(GameTime gameTime)
 {
     //TODO: Add your drawing code here
     GamePadEx.Update(gameTime);
     TouchPanelEx.Update(gameTime);
     ScreenUtil.Draw(gameTime, spriteBatch);
 }
示例#2
0
 /// <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
     base.Update(gameTime);
     GamePadEx.Update(gameTime);
     TouchPanelEx.Update(gameTime);
     ScreenUtil.Update(gameTime);
 }
示例#3
0
        public static void Update(GameTime gameTime)
        {
            GamePadEx.Update(gameTime);
            KeyboardEx.Update(gameTime);
            TouchPanelEx.Update(gameTime);

            if (CurrentScreen != null)
            {
                CurrentScreen.Update(gameTime);
            }
        }
示例#4
0
        public override void Update(GameTime gameTime)
        {
            base.Update(gameTime);

            var nextScreen =
                GamePadEx.WasJustPressed(PlayerIndex.One, Buttons.A) ||
                GamePadEx.WasJustPressed(PlayerIndex.One, Buttons.Start) ||
                TouchPanelEx.WasJustPressed();

            if (nextScreen)
            {
                ScreenUtil.Show(new TitleScreen(Parent));
            }
        }
示例#5
0
        public override void Update(GameTime gameTime)
        {
            base.Update(gameTime);
            var gamepad1 = GamePadEx.GetState(PlayerIndex.One);

            if (gamepad1.Buttons.Back == ButtonState.Pressed)
            {
                ScreenUtil.Show(new TitleScreen(Parent));
            }

            // === TouchPanel or Mouse ===
            var touchState = TouchPanelEx.GetState();

            if (touchState.Count > 0)
            {
                emitter.Active =
                    touchState [0].State == TouchLocationState.Pressed ||
                    touchState [0].State == TouchLocationState.Moved;
                emitter.EmitterRect = new Rectangle(
                    (int)Math.Round(touchState [0].Position.X),
                    (int)Math.Round(touchState [0].Position.Y),
                    emitter.EmitterRect.Width,
                    emitter.EmitterRect.Height
                    );
            }
            else
            {
                emitter.Active = false;
            }
            // ===

            // === Controller or Keyboard ===
            if (gamepad1.IsButtonDown(Buttons.A))
            {
                emitter.Active = true;
            }

            if (gamepad1.DPad.Up == ButtonState.Pressed)
            {
                emitter.EmitterRect = new Rectangle(
                    emitter.EmitterRect.X,
                    emitter.EmitterRect.Y - 5,
                    emitter.EmitterRect.Width,
                    emitter.EmitterRect.Height);
            }
            else if (gamepad1.DPad.Down == ButtonState.Pressed)
            {
                emitter.EmitterRect = new Rectangle(
                    emitter.EmitterRect.X,
                    emitter.EmitterRect.Y + 5,
                    emitter.EmitterRect.Width,
                    emitter.EmitterRect.Height);
            }

            if (gamepad1.DPad.Left == ButtonState.Pressed)
            {
                emitter.EmitterRect = new Rectangle(
                    emitter.EmitterRect.X - 5,
                    emitter.EmitterRect.Y,
                    emitter.EmitterRect.Width,
                    emitter.EmitterRect.Height);
            }
            else if (gamepad1.DPad.Right == ButtonState.Pressed)
            {
                emitter.EmitterRect = new Rectangle(
                    emitter.EmitterRect.X + 5,
                    emitter.EmitterRect.Y,
                    emitter.EmitterRect.Width,
                    emitter.EmitterRect.Height);
            }
            // ===

            emitter.Update(gameTime.ElapsedGameTime.TotalSeconds);
        }