protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); _spriteBatch.Begin(); switch (GameElements.currentState) { case GameElements.State.Run: GameElements.RunDraw(_spriteBatch); break; case GameElements.State.Highscore: GameElements.HighScoreDraw(_spriteBatch); break; case GameElements.State.Quit: this.Exit(); break; case GameElements.State.Meny: GameElements.MenyDraw(_spriteBatch); break; } _spriteBatch.End(); base.Draw(gameTime); }
protected override void LoadContent() { _spriteBatch = new SpriteBatch(GraphicsDevice); GameElements.Loadcontent(Content, Window); // TODO: use this.content to load your game content here }
protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) { this.Exit(); } switch (GameElements.currentState) { case GameElements.State.Run: GameElements.currentState = GameElements.RunUpdate(Content, Window, gameTime); break; case GameElements.State.Highscore: GameElements.currentState = GameElements.HighScoreUpdate(); break; case GameElements.State.Quit: this.Exit(); break; default: GameElements.currentState = GameElements.MenyUpdate(); break; } base.Update(gameTime); }
protected override void Initialize() { GameElements.currentState = GameElements.State.Meny; GameElements.Initialize(); base.Initialize(); }