/// <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 (int i = this.numberOfRecordedStates-1; i > 0; i--) { TetrisGame.keyboardStates[i] = TetrisGame.keyboardStates[i - 1]; } TetrisGame.keyboardStates[0]=Keyboard.GetState(); if(this.gameLogic == null) { this.gameLogic = new GameLogic(gameTime,this); } // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); float time = gameTime.ElapsedGameTime.Milliseconds/1000.0f; // Console.WriteLine("iteration : " + this.updateNumber); // Console.WriteLine("time ellapsed since last iteration : " +time); // Console.WriteLine("updating game..."); gameLogic.updateGame(gameTime); this.updateNumber++; rotation = rotation + 0.005f; // Console.WriteLine(""); // Console.WriteLine(""); // rootObject.UpdateLogicGame(time); // move = Matrix.CreateTranslation(new Vector3(1f * time, 0, 1f * time)) *move ; base.Update(gameTime); }
public void newGame() { this.gameLogic = null; }