/// <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) { int selectedIndex = 0; KeyboardState ks = Keyboard.GetState(); if (startScene.Enabled) { selectedIndex = startScene.Menu.SelectedIndex; if (selectedIndex == 0 && ks.IsKeyDown(Keys.Enter)) { startScene.hide(); MediaPlayer.Stop(); actionScene = new ActionScene(this); this.Components.Add(actionScene); actionScene.show(); } else if (selectedIndex == 1 && ks.IsKeyDown(Keys.Enter)) { hideAllScenes(); helpScene.show(); } else if (selectedIndex == 2 && ks.IsKeyDown(Keys.Enter)) { hideAllScenes(); howToPlayScene.show(); } else if (selectedIndex == 3 && ks.IsKeyDown(Keys.Enter)) { hideAllScenes(); aboutScene.show(); } else if (selectedIndex == 4 && ks.IsKeyDown(Keys.Enter)) { Exit(); } } if (actionScene.Enabled || helpScene.Enabled || howToPlayScene.Enabled || aboutScene.Enabled) { if (ks.IsKeyDown(Keys.Escape)) { hideAllScenes(); startScene.show(); } } base.Update(gameTime); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); MediaPlayer.Stop(); startScene = new StartScene(this); this.Components.Add(startScene); startScene.show(); //create other scenes here and add to component list actionScene = new ActionScene(this); this.Components.Add(actionScene); helpScene = new HelpScene(this); this.Components.Add(helpScene); howToPlayScene = new HowToPlayScene(this); this.Components.Add(howToPlayScene); aboutScene = new AboutScene(this); this.Components.Add(aboutScene); }