protected override void Update(GameTime gameTime)
{
// Allows the game to exit
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Controls.GetKey(Keys.Escape) == ControlState.Pressed)
{
this.Exit();
tcp.Close();
}
TouchManager.Update();
Global.Update(gameTime);
MusicManager.Update();
VolumeMeter.Update();
clearColor.Update();
if (Controls.GetKey(Keys.Space) == ControlState.Pressed)
{
Global.SetSpeed(0.1f, 0.1f);
}
else if (Controls.GetKey(Keys.Space) == ControlState.Released)
{
Global.SetSpeed(1f, 0.1f);
}
if (Controls.GetKey(Keys.Down) == ControlState.Held)
{
Global.Camera.LookAtPos = new Vector3(Global.Camera.LookAtPos.X, Global.Camera.LookAtPos.Y - 5, Global.Camera.LookAtPos.Z);
}
foreach (var touch in Global.Touches)
{
//Global.Output += touch.State;
foreach (var emit in emitters)
{
if (emit.Touch == null && touch.State == TouchState.Touched)
{
emit.Touch = touch;
emit.Pos = touch.Position.ToVector3();
// emit.EmitParticle();
break;
}
}
}
for (int i = 0; i < Touches.Count; i++)
{
Touches[i].Update();
if (Touches[i].State == TouchState.None)
{
Touches.RemoveAt(i);
i--;
}
}
//emitter.Pos = new Vector3(-Controls.MousePos, 1000);
//Global.Output += Global.ParticleManager.NumberofParticles + ", " + Controls.MousePos + ", " + emitter.Pos;
//Global.Output += GC.GetTotalMemory(false) / 1000000f;
// TODO: Add your update logic here
base.Update(gameTime);
}