Example #1
0
        /// <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();
            }
            MouseState currentMouseState = Mouse.GetState();

            if (lastMouseState.LeftButton == ButtonState.Released &&
                currentMouseState.LeftButton == ButtonState.Pressed &&
                currentMouseState.X >= 0 &&
                graphics.PreferredBackBufferWidth > currentMouseState.X &&
                currentMouseState.Y >= 0 &&
                graphics.PreferredBackBufferHeight > currentMouseState.Y)
            {
                screen.Click(currentMouseState.X, currentMouseState.Y);
            }

            GameStatus currentGameStatus = screen.Update();

            if (lastGameStatus != currentGameStatus)
            {
                switch (currentGameStatus)
                {
                case GameStatus.StartScreen:
                    screen = new StartScreen(spriteBatch, font);
                    break;

                case GameStatus.GameScreen:
                    screen = new GameScreen(spriteBatch, font);
                    break;

                case GameStatus.GameOverScreen:
                    screen = new GameOverScreen(spriteBatch, font);
                    break;
                }
            }
            lastGameStatus = currentGameStatus;

            lastMouseState = currentMouseState;

            base.Update(gameTime);
        }