public void Update() { switch (Globals.activeState) { case Globals.enGameStates.SPLASH: splashState.Update(); break; case Globals.enGameStates.MENU: menuState.Update(); break; case Globals.enGameStates.GAME: gameState.Update(); break; case Globals.enGameStates.GAMEOVER: gameOverState.Update(); break; case Globals.enGameStates.WIN: winState.Update(); break; case Globals.enGameStates.EXIT: Globals.exit = true; break; } }
protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape) || gameOver.Quit) { Exit(); } MouseKeyboardManager.Update(); elapsedGameTimeSeconds = gameTime.ElapsedGameTime.TotalSeconds; elapsedGameTimeMilliseconds = gameTime.ElapsedGameTime.TotalMilliseconds; switch (state) { case States.Menu: mainMenu.Update(gameTime, ref state, ref player); break; case States.Quit: Exit(); break; case States.FFA: ffaArena.Update(gameTime, ref state, ref player); break; case States.CharacterSelection: characterSelection.Update(gameTime, ref state, ref player); if (state == States.FFA) { ffaArena = new PlayState(Window, spriteBatch, player, networkManager, playerManager); } break; case States.Pause: mainMenu.Update(gameTime, ref state, ref player); break; case States.Lobby: lobby.Update(gameTime, ref state, ref player); if (state == States.FFA) { ffaArena = new PlayState(Window, spriteBatch, player, networkManager, playerManager); } break; case States.Win: gameOver.Won = LocalWin; gameOver.Update(gameTime, ref state, ref player); break; default: break; } base.Update(gameTime); }