public void Update(GameTime gameTime)
        {
            if (ActiveScene.GetType().Name == "MenuScene")
            {
                MenuItemSprite s = ActiveScene.AllTheSpritesWithinTheScene.OfType <MenuItemSprite>().FirstOrDefault(x => x.Bounds.Contains(InputEngine.MousePosition) && InputEngine.IsMouseLeftClick());

                if (s != null)
                {
                    if (s.SpriteID == "MI1")
                    {
                        PreviousScene = ActiveScene;
                        ActiveScene   = AllScenes.Pop();
                        AllScenes.Push(PreviousScene);
                    }
                    else if (s.SpriteID == "MI2")
                    {
                        PreviousScene = ActiveScene;
                        ActiveScene   = CreateHighscoreScene();
                        AllScenes.Push(PreviousScene);
                    }
                    else if (s.SpriteID == "MI3")
                    {
                        Helper.CurrentGame.Exit();
                    }
                }
            }
            else if (InputEngine.IsKeyPressed(ChangeSceneKey))
            {
                if (ActiveScene.GetType().Name == "PlayScene")
                {
                    PreviousScene = ActiveScene;
                    ActiveScene   = AllScenes.Pop();
                    AllScenes.Push(PreviousScene);
                }
                else if (ActiveScene.GetType().Name == "HighscoreScene")
                {
                    ActiveScene = AllScenes.Pop();
                }
            }


            if (ActiveScene.GetType().Name == "PlayScene")
            {
                ActiveScene.Update(gameTime);
                PlayScene playScene = (PlayScene)ActiveScene;
                if (playScene.Gameover)
                {
                    ActiveScene = CreateHighscoreScene();
                }
            }
        }
Beispiel #2
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        /// <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>
        override public void Update(GameTime gameTime)
        {
            switch (gameState.currentState)//Handle updates for each scene seperately.
            {
            case State.MAIN_MENU:
                if (ActiveScene.GetType() != typeof(MainMenu))    //If the scene state has change begin the load to the correct scene
                {
                    gameState.loadNewScene();
                }
                break;

            case State.CAR_BUILDER:
                if (ActiveScene.GetType() != typeof(CarBuilder))
                {
                    gameState.loadNewScene();
                }
                break;

            case State.GAME:
                if (ActiveScene.GetType() != typeof(CarGame))
                {
                    gameState.loadNewScene();
                }
                else if (((CarGame)gameState.currentScene).gm.isGameOver() && gameState.requestedChangeState)
                {
                    gameState.loadNewScene();
                }
                else
                {
                    ((CarGame)gameState.currentScene).doUpdate();
                }
                break;
            }

            if (Managers.GameInput.IsKeyDown(GeonBit.Input.GameKeys.Escape) || gameState.quitFlag)//Escape to quit from any scene
            {
                Exit();
            }
        }