public void Update() { switch (CurrentScene) { case Scenes.MainMenu: MainMenu.Update(); break; case Scenes.InGame: InGame.Update(); break; case Scenes.Pause: Pause.Update(); break; case Scenes.Question: Question.Update(); break; case Scenes.SaveGame: SaveQuestion.Update(); break; case Scenes.LoadGame: LoadQuestion.Update(); break; case Scenes.HighScore: HighscoreScn.Update(); break; } }
/// <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(); } if (MenuState.IsShowMainMenuScene) { menuScene.Update(); } if (MenuState.IsShowGameScene) { gameScene.Update(gameTime); } if (MenuState.IsShowGameOverScene) { gameOverScene.Update(); } base.Update(gameTime); }