//----------------------------------------------------------------------------- // Game::Update() // Called once per frame, update data, tranformations, etc // Use this function to control process order // Input, AI, Physics, Animation, and Graphics //----------------------------------------------------------------------------- // static int number = 0; public override void Update() { float curTime = GetTime(); float gameElapsedTime = curTime - prevTime; PhysicWorld.Update(gameElapsedTime); GameManager.Update(gameElapsedTime); InputManager.Update(); InputTest.KeyboardTest(); MyClient.Instance().Update(); OutputQueue.Process(); InputQueue.Process(); GameManager.CleanUp(); prevTime = curTime; }
//----------------------------------------------------------------------------- // Game::Update() // Called once per frame, update data, tranformations, etc // Use this function to control process order // Input, AI, Physics, Animation, and Graphics //----------------------------------------------------------------------------- // static int number = 0; public override void Update() { float curTime = GetTime(); float gameElapsedTime = curTime - prevTime; PhysicWorld.Update(gameElapsedTime); InputManager.Update(); CheckForInput(); GameManager.Update(gameElapsedTime); MyServer.Instance.Update(); InputQueue.Process(); OutputQueue.Process(); GameManager.CleanUp(); prevTime = curTime; }