/// <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> public void Update(GameContext context, GameTime gameTime) { if (/*GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed ||*/ Keyboard.GetState().IsKeyDown(Keys.Escape)) { context.State = StateFactory.GetState(typeof(Menu)); } // TODO: Add your update logic here //playerShip.Update(gameTime); world.Update(gameTime); }
public void Update(GameContext context, GameTime gameTime) { currentKeyboardState = Keyboard.GetState(); if (currentKeyboardState.IsKeyDown(Keys.W) || currentKeyboardState.IsKeyDown(Keys.Up)) { menuItem = 0; } if (currentKeyboardState.IsKeyDown(Keys.S) || currentKeyboardState.IsKeyDown(Keys.Down)) { menuItem = 1; } if (menuItem == 1 && currentKeyboardState.IsKeyDown(Keys.Enter)) { context.Exit(); } if (menuItem == 0 && currentKeyboardState.IsKeyDown(Keys.Enter)) { context.State = StateFactory.GetState(typeof(Game1)); } }