Exemplo n.º 1
0
    /// <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.GetState().IsKeyDown(Keys.F8))
        {
            graphics.IsFullScreen = !graphics.IsFullScreen;
            graphics.ApplyChanges();
        }

        switch (currentMode)
        {
        case MODE.GAME: game.Update(gameTime); break;

        case MODE.WELCOME: welcomeScr.Update(gameTime); break;

        case MODE.LOADING: loadingScr.Update(gameTime); break;

        case MODE.CREDITS: creditsScr.Update(gameTime); break;

        case MODE.CONFIG: configScr.Update(gameTime); break;

        case MODE.HELP: helpScr.Update(gameTime); break;

        case MODE.END: endScr.Update(gameTime); break;
        }

        base.Update(gameTime);
    }
Exemplo n.º 2
0
    protected override void Update(GameTime gameTime)
    {
        if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed ||
            Keyboard.GetState().IsKeyDown(Keys.Escape))
        {
            Exit();
        }

        if (Keyboard.GetState().IsKeyDown(Keys.F8))
        {
            graphics.IsFullScreen = !graphics.IsFullScreen;
            graphics.ApplyChanges();
        }

        switch (currentMode)
        {
        case MODE.GAME: game.Update(gameTime); break;

        case MODE.WELCOME: welcome.Update(gameTime); break;
        }

        base.Update(gameTime);
    }