protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); Menu.LoadContent(Content, 5, new int[] { 1, 4, 1, 1, 3 }); titleTexture = Content.Load <Texture2D>(@"Textures/Menu/title"); InGame.LoadContent(Content); SaveFile.LoadContent(Content); InGame.Reset(); }
protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.End) || Keyboard.GetState().IsKeyDown(Keys.Escape)) { this.Exit(); } switch (gameState) { case GameStates.Intro: Menu.MenuState = 0; Menu.Update(gameTime); if (Menu.Select(1)) { gameState = GameStates.Menu; } break; case GameStates.Menu: Menu.MenuState = 1; Menu.Update(gameTime); if (Menu.Select(1)) { InGame.Reset(); gameState = GameStates.InGame; } if (Menu.Select(2)) { gameState = GameStates.Highscore; } if (Menu.Select(3)) { gameState = GameStates.Credits; } if (Menu.Select(4)) { this.Exit(); } break; case GameStates.InGame: InGame.Update(gameTime); break; case GameStates.Highscore: Menu.MenuState = 2; Menu.Update(gameTime); if (Menu.Select(1)) { gameState = GameStates.Menu; } if (Keyboard.GetState().IsKeyDown(Keys.R) && Keyboard.GetState().IsKeyDown(Keys.LeftShift)) { SaveFile.ResetHighScore(); } break; case GameStates.Credits: Menu.MenuState = 3; if (Menu.Select(1)) { gameState = GameStates.Menu; } Menu.Update(gameTime); break; case GameStates.GameOver: Menu.MenuState = 4; if (Menu.Select(1)) { gameState = GameStates.InGame; } if (Menu.Select(2)) { gameState = GameStates.Highscore; } if (Menu.Select(3)) { gameState = GameStates.Menu; } Menu.Update(gameTime); break; } base.Update(gameTime); }