/// <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 || Keyboard.GetState().IsKeyDown(Keys.End)) { Exit(); } switch (GameState) { case GameStates.MainMenu: break; case GameStates.InGame: InGame.Update(gameTime); break; case GameStates.Exit: Exit(); break; default: throw new ArgumentOutOfRangeException(); } base.Update(gameTime); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. _spriteBatch = new SpriteBatch(GraphicsDevice); // Load InGame InGame.LoadContent(Content, GraphicsDevice); }
/// <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) { switch (GameState) { case GameStates.MainMenu: break; case GameStates.InGame: InGame.Draw(); break; case GameStates.Exit: break; default: throw new ArgumentOutOfRangeException(); } base.Draw(gameTime); }