/// <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 (InputWrapper.Buttons.Back == ButtonState.Pressed) { this.Exit(); } mUWBLogo.Update(InputWrapper.ThumbSticks.Left, Vector2.Zero); mBall.Update(); mBall.Update(Vector2.Zero, InputWrapper.ThumbSticks.Right); // "A" to toggle to full-screen mode if (InputWrapper.Buttons.A == ButtonState.Pressed) { mBall = new SoccerBall(mSoccerPosition, mSoccerBallRadius * 2f); if (!Game1.sGraphics.IsFullScreen) { Game1.sGraphics.IsFullScreen = true; Game1.sGraphics.ApplyChanges(); } } // "B" toggles back to windowed mode if (InputWrapper.Buttons.B == ButtonState.Pressed) { if (Game1.sGraphics.IsFullScreen) { Game1.sGraphics.IsFullScreen = false; Game1.sGraphics.ApplyChanges(); } } // Button X to select the next object to work with if (InputWrapper.Buttons.X == ButtonState.Pressed) { mCurrentIndex = (mCurrentIndex + 1) % kNumObjects; } // Update currently working object with thumb sticks. mGraphicsObjects[mCurrentIndex].Update( InputWrapper.ThumbSticks.Left, InputWrapper.ThumbSticks.Right); base.Update(gameTime); base.Update(gameTime); mTheGame.UpdateGame(gameTime); if (InputWrapper.Buttons.A == ButtonState.Pressed) { mTheGame = new MyGame(); } }