/// <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) { // Allows the game to exit if (Keyboard.GetState().IsKeyDown(Keys.Escape)) { this.Exit(); } // Increment 2: change game state if game state is GameState.Menu and user presses Enter if (Keyboard.GetState().IsKeyDown(Keys.Enter) && gameState == GameState.Menu) { gameState = GameState.Play; } // if we're actually playing, update mouse state and update board if (gameState == GameState.Play) { MouseState mouse = Mouse.GetState(); restart = board.Update(gameTime, mouse); if (restart) { soundBank.PlayCue("applause"); StartGame(); } } 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) { // Allows the game to exit if (Keyboard.GetState().IsKeyDown(Keys.Escape)) { this.Exit(); } // Increment 2: change game state if game state is GameState.Menu and user presses Enter if (gameState == GameState.Menu && Keyboard.GetState().IsKeyDown(Keys.Enter)) { gameState = GameState.Play; } // if we're actually playing, update mouse state and update board MouseState mouse = Mouse.GetState(); //start game again if correct number is guessed if (numberBoard.Update(gameTime, mouse)) { soundBank.PlayCue("newGame"); StartGame(); } 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) { bool numberGuessed = false; //get mouse state MouseState mouse = Mouse.GetState(); // Allows the game to exit if ((GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) || Keyboard.GetState().IsKeyDown(Keys.Escape)) { this.Exit(); } // Increment 2: change game state if game state is GameState.Menu and user presses Enter if (Keyboard.GetState().IsKeyDown(Keys.Enter) && gameState == GameState.Menu) { gameState = GameState.Play; } // if we're actually playing, update mouse state and update board if (gameState == GameState.Play) { numberGuessed = numberBoard.Update(gameTime, mouse); } if (numberGuessed) { soundBank.PlayCue("newGame"); StartGame(); } 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) { KeyboardState keyboard = Keyboard.GetState(); // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || keyboard.IsKeyDown(Keys.Escape)) { this.Exit(); } if (gameState == GameState.Menu && Keyboard.GetState().IsKeyDown(Keys.Enter)) { gameState = GameState.Play; } // if we're actually playing, update mouse state and update board if (gameState == GameState.Play) { MouseState mouse = Mouse.GetState(); isCorrectNumber = numberBoard.Update(gameTime, mouse); if (isCorrectNumber) { soundBank.PlayCue("newGame"); StartGame(); } } 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) { KeyboardState keyboard = Keyboard.GetState(); // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { this.Exit(); } // Increment 2: change game state if game state is GameState.Menu and user presses Enter if (gameState == GameState.Menu && Keyboard.GetState().IsKeyDown(Keys.Enter)) { gameState = GameState.Play; } // if we're actually playing, update mouse state and update board if (gameState == GameState.Play) { bool guessedNumber = numberBoard.Update(gameTime, Mouse.GetState()); if (guessedNumber) { soundBank.PlayCue("newGame"); StartGame(); } } 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) { // Allows the game to exit // 70. Change the if statement at the top of the Game1 Update method to exit if the <Esc> key is pressed // (Chapter 15, Week 7) if ((GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) || (Keyboard.GetState().IsKeyDown(Keys.Escape))) { this.Exit(); } // Increment 2: change game state if game state is GameState.Menu and user presses Enter // 18. In the Game1 Update method, add an if statement that changes the game state to GameState.Play if //the current game state is GameState.Menu and the Enter key is pressed. The following code returns //true if the Enter key is pressed and false otherwise: //Keyboard.GetState().IsKeyDown(Keys.Enter) //and the following code changes the game state to GameState.Play //gameState = GameState.Play; //(Chapter 7, Week 3) if ((gameState == GameState.Menu) && (Keyboard.GetState().IsKeyDown(Keys.Enter))) { gameState = GameState.Play; } // if we're actually playing, update mouse state and update board // 29. In the Game1 Update method, if the current game state is GameState.Play get the current mouse // state and call the NumberBoard Update method (Chapter 8, Week 4) if (gameState == GameState.Play) { MouseState mouse = Mouse.GetState(); //54. In the Game1 Update method, change the call to the NumberBoard Update method to declare a // variable to tell whether or not the correct number has been guessed and put the returned // value from the // method call into that variable (Chapter 4, Week 2) bool guessed = numberBoard.Update(gameTime, mouse); //56. In the Game1 Update method, add an if statement right after the call to the NumberBoard Update // method to check if the correct number has been guessed. If it has, call the StartGame method (Chapter 7, // Week 3) if (guessed) { //69. In the Game1 Update method, add code to play the newGame cue before calling the StartGame // method. We do this here rather than in the StartGame method because we don't want this cue to play for // the first game (Chapter 14, Week 7) soundBank.PlayCue("correctGuess"); this.StartGame(); } } 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) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) { this.Exit(); } // Increment 2: change game state if game state is GameState.Menu and user presses Enter if (gameState == GameState.Menu && Keyboard.GetState().IsKeyDown(Keys.Enter)) { gameState = GameState.Play; } // if we're actually playing, update mouse state and update board if (gameState == GameState.Play) { MouseState mouse = Mouse.GetState(); numberBoard.Update(gameTime, mouse); } base.Update(gameTime); }