/// <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) { this.Exit(); } lastMouseState = currentMouseState; currentMouseState = Mouse.GetState(); if (lastMouseState != null && currentMouseState != null && lastMouseState.Value.LeftButton == ButtonState.Released && currentMouseState.Value.LeftButton == ButtonState.Pressed) { board.HandleMouseClick(new Vector2(currentMouseState.Value.X, currentMouseState.Value.Y)); } base.Update(gameTime); }