Esempio n. 1
0
        /// <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 || Keyboard.GetState().IsKeyDown(Keys.Escape))
            //    Global.GameState = Global.availGameStates.Exiting;

            mInputManager.GetCurrentInput(_gameTime);

            // TODO: Add your update logic here
            switch (Global.GameState)
            {
            case Global.availGameStates.Playing:
                mSceneManager.Update(_gameTime);
                mAIManager.Update(_gameTime);
                if (mCamera != null)
                {
                    mCamera.Update(_gameTime);
                }
                mCollisionManager.CollisionDetec();
                break;

            case Global.availGameStates.Menu:
                mMenuManager.Update(_gameTime);
                break;

            case Global.availGameStates.Exiting:
                Exit();
                break;

            case Global.availGameStates.Resuming:
                // IsMouseVisible = false;
                Global.GameState = Global.availGameStates.Playing;
                break;
            }



            base.Update(_gameTime);
        }