protected override void Update(GameTime gameTime) { switch (statemanager.currentstate) { case StateManager.GameState.initilize: initilize(gameTime); if (scenemanager.currentScene == null) { scenemanager.PushScene(new Scene(100, 100, player1)); scenemanager.currentScene.AddElement(new Element(300, 100, player1)); scenemanager.currentScene.AddElement(new Element(200, 200, 100, 100, Font, Color.Red, @"Initilize")); scenemanager.currentScene.visible = true; } break; case StateManager.GameState.menu: initilize(gameTime); break; case StateManager.GameState.playground: CheckPlayer(gameTime); break; } // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) { this.Exit(); } // TODO: Add your update logic here base.Update(gameTime); }