/// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Aquamarine); switch (gamestate) { case Gamestate.Alive: Gamestate1.Draw(spriteBatch, GraphicsDevice); return; case Gamestate.Dead: Gamestate2.Draw(spriteBatch, GraphicsDevice); return; } // TODO: Add your drawing code here base.Draw(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(); } if (Keyboard.HasBeenPressed(Keys.F11)) { if (graphics.IsFullScreen) { graphics.IsFullScreen = false; graphics.PreferredBackBufferWidth = 800; graphics.PreferredBackBufferHeight = 600; } else { graphics.IsFullScreen = true; graphics.PreferredBackBufferWidth = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width; // set this value to the desired width of your window graphics.PreferredBackBufferHeight = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height; } graphics.ApplyChanges(); } switch (gamestate) { case Gamestate.Alive: Gamestate1.Update(Window, Content, graphics, GraphicsDevice); return; case Gamestate.Dead: if (!gamestate2Loaded) { Gamestate2.LoadContent(Content); gamestate2Loaded = true; } Gamestate2.Update(Window, Content, graphics, GraphicsDevice); return; } // TODO: Add your update logic here base.Update(gameTime); }