/// <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) { // TODO: Add your update logic here int selectedIndex = 0; ks = Keyboard.GetState(); if (startScene.Enabled) { selectedIndex = startScene.Menu.SelectedIndex; //* StartScene.cs > MenuComponent > SelectedIndex if (ks.IsKeyDown(Keys.Enter)) { HideAllScenes(); switch (selectedIndex) { case 0: levelScene.Show(); break; case 1: helpScene.Show(); break; case 2: highScoreScene.Show(); break; case 3: aboutScene.Show(); break; case 4: this.Exit(); break; default: //* ERROR CATCH break; } } } else if (levelScene.Enabled && oldState.IsKeyUp(Keys.Enter)) { selectedIndex = levelScene.Menu.SelectedIndex; if (selectedIndex == 0 && ks.IsKeyDown(Keys.Enter)) { HideAllScenes(); playScene1.Show(); SwitchMusic(backgroundMusic); } if (selectedIndex == 1 && ks.IsKeyDown(Keys.Enter)) { HideAllScenes(); playScene2.Show(); SwitchMusic(backgroundMusic); } } if (levelScene.Enabled || playScene1.Enabled || playScene2.Enabled || helpScene.Enabled || highScoreScene.Enabled || aboutScene.Enabled) { if (ks.IsKeyDown(Keys.Escape)) { HideAllScenes(); startScene.Show(); LoadContent(); SwitchMusic(startMusic); //ScoreManager.Compare(Shared.scoreArr[5], Shared.playerArr[5]); } } oldState = ks; base.Update(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) { // TODO: Add your update logic here int selectedIndex = 0; KeyboardState ks = Keyboard.GetState(); if (startScene.Enabled) { selectedIndex = startScene.Menu.SelectedIndex; //* StartScene.cs > MenuComponent > SelectedIndex if (ks.IsKeyDown(Keys.Enter)) { HideAllScenes(); // sound effect when selecting menu click.Play(); switch (selectedIndex) { case 0: playScene.Show(); SwitchMusic(backgroundMusic); break; case 1: helpScene.Show(); break; case 2: highScoreScene.Show(); break; case 3: aboutScene.Show(); break; case 4: this.Exit(); break; default: //* ERROR CATCH break; } } //* changed this if block to switch //if (selectedIndex == 0 && ks.IsKeyDown(Keys.Enter)) //{ // HideAllScenes(); // playScene.Show(); //} //if (selectedIndex == 1 && ks.IsKeyDown(Keys.Enter)) //{ // HideAllScenes(); // helpScene.Show(); //} //if (selectedIndex == 4 && ks.IsKeyDown(Keys.Enter)) // QUIT //{ // this.Exit(); //} } if (playScene.Enabled || helpScene.Enabled || highScoreScene.Enabled || aboutScene.Enabled) { if (ks.IsKeyDown(Keys.Escape)) { HideAllScenes(); startScene.Show(); SwitchMusic(startMusic); } } base.Update(gameTime); }