/// <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) { // For Mobile devices, this logic will close the Game when the Back button is pressed if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) { Exit(); } cam.Update(player.position); tellus.Update(cam, player); player.Update(cam, tellus); mouse.Update(cam, tellus, player); // TODO: Add your update logic here base.Update(gameTime); }
protected override void Update(GameTime gameTime) { kState = Keyboard.GetState(); if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } if (kState.IsKeyDown(Keys.Left)) { cam.Move(new Vector2(-2, 0)); } if (kState.IsKeyDown(Keys.Right)) { cam.Move(new Vector2(2, 0)); } if (kState.IsKeyDown(Keys.Up)) { cam.Move(new Vector2(0, -2)); } if (kState.IsKeyDown(Keys.Down)) { cam.Move(new Vector2(0, 2)); } if (kState.IsKeyDown(Keys.D)) { block.Move(1, 0); } if (kState.IsKeyDown(Keys.A)) { block.Move(-1, 0); } if (kState.IsKeyDown(Keys.W)) { block.Move(0, -1); } if (kState.IsKeyDown(Keys.S)) { block.Move(0, 1); } if (kState.IsKeyDown(Keys.Enter)) { graphics.ToggleFullScreen(); AdjustResolution(); graphics.ApplyChanges(); } if (kState.IsKeyDown(Keys.NumPad8)) { cam.ZoomIn(); } if (kState.IsKeyDown(Keys.NumPad2)) { cam.ZoomOut(); } cam.Update(gameTime, Mouse.GetState()); base.Update(gameTime); }