/* Button handler for the menus */ public static void ProcessButtons() { View.mainMenu.MainToGame.OnClick = (Entity button) => { ObjectManager.SetLevels(Content); gameState = GameState.playing; }; View.mainMenu.MainToLoad.OnClick = (Entity button) => { SaveNLoad loadGame = new SaveNLoad(); loadGame.read(); Pathfinder.CreateGrid(ObjectManager.currentLevel); ObjectManager.currentLevel.setPaths(); gameState = GameState.playing; }; View.mainMenu.MainToQuit.OnClick = (Entity button) => exit = true; View.gameOver.OverToMain.OnClick = (Entity button) => gameState = GameState.mainmenu; View.gameOver.OverToExit.OnClick = (Entity button) => exit = true; View.pauseMenu.PausetoGame.OnClick = (Entity button) => gameState = GameState.playing; View.pauseMenu.PausetoMain.OnClick = (Entity button) => { SaveNLoad saveGame = new SaveNLoad(); saveGame.save(); gameState = GameState.mainmenu; }; View.pauseMenu.PausetoQuit.OnClick = (Entity button) => exit = true; }
/// <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 || Controller.exit == true) { Exit(); } ClearText(gameTime); Controller.Update(gameTime); // Poll for current keyboard state KeyboardState state = Keyboard.GetState(); Player player = ObjectManager.currentLevel.Player; //update camera camera.follow(player); Input.CheckInputs(); if (Input.isFullScreen != graphics.IsFullScreen) { graphics.ToggleFullScreen(); graphics.ApplyChanges(); } SaveNLoad saveI = new SaveNLoad(); ObjectManager.Update(gameTime); base.Update(gameTime); }