protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } //scene2.Update(gameTime); if (the_menu != null) { the_menu.Update(gameTime); if (the_menu.isNewGamePressed()) { SetScene1(); } else if (the_menu.isContinueGamePressed()) { SetFileLevel(); } else if (the_menu.isExitPressed()) { Exit(); } } if (the_game_over != null) { the_game_over.Update(gameTime); if (the_game_over.isMainMenuPressed()) { SetMainMenu(); } else if (the_game_over.isRestartPressed()) { SetFileLevel(); } } if (the_win_menu != null) { the_win_menu.Update(gameTime); if (the_win_menu.isMainMenuPressed()) { SetMainMenu(); } } if (scene1 != null) { if (!scene1.Lost()) { scene1.Update(gameTime); } else { SetGameOver(); } } if (scene2 != null) { if (!scene2.Lost()) { scene2.Update(gameTime); } else { SetGameOver(); } } if (scene3 != null) { if (!scene3.Lost()) { scene3.Update(gameTime); } else { SetGameOver(); } } CheckIfSceneIsWonAndChange(); BasicGUIButton.UpdateLimitForNextPressing(gameTime); //the_game_over_menu.Update(gameTime); //scene1.Update(gameTime); //scene2.Update(gameTime); //scene3.Update(gameTime); // TODO: Add your update logic here base.Update(gameTime); }