/// <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) { //if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) // Exit(); // TODO: Add your update logic here int selectedIndex = 0; KeyboardState ks = Keyboard.GetState(); if (startScene.Enabled) { selectedIndex = startScene.Menu.SelectedIndex; if (selectedIndex == 0 && ks.IsKeyDown(Keys.Enter)) { HideAllScenes(); actionScene = new ActionScene(this); this.Components.Add(actionScene); Shared.gameOver = false; Shared.speed.X = 2; actionScene.Show(); } else if (selectedIndex == 1 && ks.IsKeyDown(Keys.Enter)) { HideAllScenes(); helpScene.Show(); } else if (selectedIndex == 2 && ks.IsKeyDown(Keys.Enter)) { HideAllScenes(); creditScene.Show(); } else if (selectedIndex == 3 && ks.IsKeyDown(Keys.Enter)) { Exit(); } } if (actionScene.Enabled) { if (ks.IsKeyDown(Keys.Escape)) { startScene = new StartScene(this); this.Components.Add(startScene); HideAllScenes(); startScene.Show(); } } if (helpScene.Enabled || creditScene.Enabled) { if (ks.IsKeyDown(Keys.Escape)) { HideAllScenes(); startScene.Show(); } } 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); // TODO: use this.Content to load your game content here MediaPlayer.Volume = 0.3f; actionScene = new ActionScene(this); this.Components.Add(actionScene); startScene = new StartScene(this); this.Components.Add(startScene); startScene.Show(); helpScene = new HelpScene(this); this.Components.Add(helpScene); creditScene = new CreditScene(this); this.Components.Add(creditScene); }