/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here inputManager = new InputListenerManager(); this.IsMouseVisible = true; currentScreen = new Menu(); base.Initialize(); }
/// <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 switch (currentScreen.Type) { case "Menu": currentScreen = new Menu(); break; case "PreGame": currentScreen = new PreGame(); break; case "Board": currentScreen = new Board(); break; case "Setup": currentScreen = new Setup(); break; case "Credit": currentScreen = new Credits(); break; } currentScreen.Update(gameTime); base.Update(gameTime); }