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.HightScore: GameElements.currentState = GameElements.HighScoreUpdate(gameTime, Window, Content); break; case GameElements.State.Quit: this.Exit(); break; default: GameElements.currentState = GameElements.MenuUpdate(gameTime); break; } 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) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } GameElements.RunUpdate(Content, Window, gameTime); base.Update(gameTime); }