/// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// /// Select - Layer5 added by Matthew Baldock /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { //Allows game to exit. if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } //particleEngine.EmitterLocation = new Vector2(Mouse.GetState().X, Mouse.GetState().Y); particleEngine.Update(gameTime); //Update the current state switch (currentGameState) { case GameState.Login: login_menu.Update(gameTime); break; case GameState.MainMenu: main_menu.Update(gameTime); break; case GameState.Multiplayer: multiplayer_menu.Update(gameTime); break; case GameState.Options: options_menu.Update(gameTime); break; case GameState.Credits: credits_menu.Update(gameTime); break; case GameState.CreateLobby: create_lobby_menu.Update(gameTime); break; case GameState.LobbyBrowser: lobby_browser_menu.Update(gameTime); break; case GameState.Lobby: lobby_menu.Update(gameTime); break; case GameState.Playing: gameplayScreen.Update(gameTime); break; case GameState.Select: shipselectionScreen.update(); break; case GameState.ControlMenu: control_menu.Update(gameTime); break; default: break; } base.Update(gameTime); }
public override void Update(GameTime gameTime) { LobbyMenu.Update(gameTime); }