protected override void Update(GameTime gameTime) { Simpsons.AlwaysUpdate(Window, gameTime); switch (Simpsons.State) { case Simpsons.States.Loading: if (InputHandler.AnyPressed() && isLoaded) { Simpsons.State = Simpsons.States.Menu; } else { Simpsons.State = Simpsons.LoadingUpdate(gameTime, isLoaded); } break; case Simpsons.States.Run: Simpsons.State = Simpsons.RunUpdate(Window, gameTime); break; case Simpsons.States.GameStart: Simpsons.State = Simpsons.StartGame(null); break; case Simpsons.States.Saves: Simpsons.State = Simpsons.DisplayGamesUpdate(gameTime); break; case Simpsons.States.Quit: Simpsons.ExitGame(); Exit(); break; case Simpsons.States.Store: Simpsons.State = Simpsons.StoreUpdate(gameTime); break; case Simpsons.States.Menu: Simpsons.State = Simpsons.MenuUpdate(gameTime, Window); break; } // TODO: Add your update logic here base.Update(gameTime); }