/// <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(); } foreach (Food f in foods) { if (f.Enabled) { if (f.Intersects(pacMan)) { pacMan.PowerUp(); f.Hit(); } } } base.Update(gameTime); }
public override void Update(GameTime gameTime) { if (Input.WasPressed(0, InputHandler.ButtonType.Back, Keys.Escape)) { GameManager.PushState(OurGame.PausedState.Value); } //TODO add pausedstate foreach (Food f in foods) { if (f.Enabled) { if (f.Intersects(pacMan)) { pacMan.PowerUp(); f.Hit(); } } } base.Update(gameTime); }