private async Task HandleInput(GameTime gameTime) { // get all of our input states keyboardState = await _keyboard.GetState(); // touchState = TouchPanel.GetState(); // gamePadState = virtualGamePad.GetState(touchState, GamePad.GetState(PlayerIndex.One)); // accelerometerState = Accelerometer.GetState(); #if !NETFX_CORE // Exit the game when back is pressed. //if (gamePadState.Buttons.Back == ButtonState.Pressed) // Exit(); #endif bool continuePressed = keyboardState.IsKeyDown(Keys.Space); // || //gamePadState.IsButtonDown(Buttons.A) || //touchState.AnyTouch(); // Perform the appropriate action to advance the game and // to get the player back to playing. if (!wasContinuePressed && continuePressed) { if (!level.Player.IsAlive) { level.StartNewLife(); } else if (level.TimeRemaining == TimeSpan.Zero) { if (level.ReachedExit) { await LoadNextLevel(); } else { await ReloadCurrentLevel(); } } } wasContinuePressed = continuePressed; virtualGamePad.Update(gameTime); }