protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } switch (board.State) { case PlayBoard.gameState.gameStart: break; case PlayBoard.gameState.attackerTurn: board = gameplayHandler.Update(gameSetup); break; case PlayBoard.gameState.attackerMoveing: board.ChangeTurn(); break; case PlayBoard.gameState.attackerFighting: board = gameplayHandler.Update(gameSetup); board.ChangeTurn(); break; case PlayBoard.gameState.attackerWinCheck: board = gameplayHandler.Update(gameSetup); board.ChangeTurn(); break; case PlayBoard.gameState.defenderTurn: board = gameplayHandler.Update(gameSetup); break; case PlayBoard.gameState.defenderMoveing: board.ChangeTurn(); break; case PlayBoard.gameState.defenderFighting: board = gameplayHandler.Update(gameSetup); board.ChangeTurn(); break; case PlayBoard.gameState.defenderWinCheck: board = gameplayHandler.Update(gameSetup); board.ChangeTurn(); break; case PlayBoard.gameState.attackerWin: break; case PlayBoard.gameState.defenderWin: break; } base.Update(gameTime); }