/// <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) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); m_TheMouse.Update(); switch (getGameState()) { case eGameState.MENU: setGameState(m_MainMenu.update()); break; case eGameState.QUITTING: Exit(); break; case eGameState.ENTER_SERVERLOBBY: m_GameServer = new cGameServer(); m_GameServer.waitForConnection(); m_GameClient = new cGameClient(); m_GameClient.connect("127.0.0.1"); while (!m_GameClient.isConnected()); setGameState(eGameState.SERVERLOBBY); break; case eGameState.SERVERLOBBY: m_GameClient.sendData(new cInitGameMsg(m_GameClient.getPlayerID(), 15, 15, false, eGAME_TYPE.SOLO)); setGameState(eGameState.RUNNING); break; case eGameState.RUNNING: m_GameServer.tick(gameTime); break; } // TODO: Add your update logic here base.Update(gameTime); }