/// <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.CornflowerBlue); // TODO: Add your drawing code here spriteBatch.Begin(); switch (gameState) { case GameState.MAIN_MENU: MainMenu.Draw(gameTime, spriteBatch); break; case GameState.SCORES: Scores.Draw(gameTime, spriteBatch); break; case GameState.MANUAL_MODE: GameHandler.Draw(gameTime, spriteBatch, gameState); break; case GameState.ASTAR_MODE: GameHandler.Draw(gameTime, spriteBatch, gameState); break; case GameState.IDDFS_MODE: GameHandler.Draw(gameTime, spriteBatch, gameState); break; case GameState.CSP_MODE: GameHandler.Draw(gameTime, spriteBatch, gameState); break; case GameState.SA_MODE: GameHandler.Draw(gameTime, spriteBatch, gameState); break; } // Cursor spriteBatch.Draw(customCursor, new Vector2(Mouse.GetState().X, Mouse.GetState().Y), Color.White); spriteBatch.End(); base.Draw(gameTime); }
/// <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) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) { this.Exit(); } // TODO: Add your update logic here switch (gameState) { case GameState.MAIN_MENU: MainMenu.Update(gameTime, this); break; case GameState.SCORES: Scores.Update(gameTime, this); break; case GameState.MANUAL_MODE: GameHandler.Update(gameTime, this, gameState); break; case GameState.ASTAR_MODE: GameHandler.Update(gameTime, this, gameState); break; case GameState.IDDFS_MODE: GameHandler.Update(gameTime, this, gameState); break; case GameState.CSP_MODE: GameHandler.Update(gameTime, this, gameState); break; case GameState.SA_MODE: GameHandler.Update(gameTime, this, gameState); break; } base.Update(gameTime); }