public override void Update(GameTime gameTime, KinectInterface gameInput) { // Update buttons state _startButton.Update(gameTime, gameInput); _start2Button.Update(gameTime, gameInput); _quitButton.Update(gameTime, gameInput); // Action if (_startButton.IsPressed()) { _nextScene = new Level1(gameInput); // Game will quit _sceneFinished = true; } else if (_start2Button.IsPressed()) { _nextScene = new Level2(gameInput); // Game will quit _sceneFinished = true; } else if (_quitButton.IsPressed()) { _nextScene = null; // Game will quit _sceneFinished = true; } }
public override void Update(GameTime gameTime, KinectInterface gameInput) { // Update buttons state _hc.Update(gameTime, gameInput); _aventureBtn.Update(gameTime, gameInput); _level1Btn.Update(gameTime, gameInput); _level2Btn.Update(gameTime, gameInput); _quitBtn.Update(gameTime, gameInput); // Action if (_level1Btn.IsPressed()){ ScoreHolder.clearLevel1(); ScoreHolder.clearLevel2(); _nextScene = new Level1(gameInput); _sceneFinished = true; }else if(_aventureBtn.IsPressed()){ ScoreHolder.clearLevel1(); ScoreHolder.clearLevel2(); _nextScene = new Level1(gameInput, true); _sceneFinished = true; } else if (_level2Btn.IsPressed()) { ScoreHolder.clearLevel1(); ScoreHolder.clearLevel2(); _nextScene = new Level2(gameInput); _sceneFinished = true; } else if (_quitBtn.IsPressed()) { _nextScene = null; // Game will quit _sceneFinished = true; } }
public override void Update(GameTime gameTime, KinectInterface gameInput) { // Update buttons state _hc = new HandCursors(); _gameOverMsg.Update(gameTime, gameInput); _backToMenuBtn.Update(gameTime, gameInput); _continueBtn.Update(gameTime, gameInput); _quitBtn.Update(gameTime, gameInput); _hc.Update(gameTime, gameInput); // Action if (_backToMenuBtn.IsPressed()) { _nextScene = new MainMenu(); _sceneFinished = true; } else if (_continueBtn.IsPressed()) { switch (_fromLevel) { case 1: _nextScene = new Level1(gameInput); break; case 2: _nextScene = new Level2(gameInput); break; default: _nextScene = null; break; } _sceneFinished = true; } else if (_quitBtn.IsPressed()) { _nextScene = null; // Game will quit _sceneFinished = true; } }