/* Game logic functions */ /// <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 (CurrentGameState == GameStatus.Title) { if (!TitleState.Initialized) { TitleState.Initialize(); } TitleState.Update(gameTime); } else if (CurrentGameState == GameStatus.Loading) { if (!TitleState.LoadingScreenInitialized) { TitleState.InitializeLoadingScreen(); } TitleState.Update(gameTime); } else if (CurrentGameState == GameStatus.Playing) { SortCollections(); UpdatePlaying(gameTime); } base.Update(gameTime); }
/* Graphics functions */ /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Blue); UISpriteBatch.Begin(); if (CurrentGameState == GameStatus.Title) { TitleState.Draw(); } else if (CurrentGameState == GameStatus.Loading) { TitleState.DrawLoadingScreen(); } else if (CurrentGameState == GameStatus.Playing) { DrawPlaying(gameTime); } UISpriteBatch.End(); base.Draw(gameTime); }