public override void Update(GameTime gameTime) { MainMenuBackground.Update(gameTime); foreach (var b in NogardGame.ButtonManager.Buttons) { if (b.ButtonClicked && b.Equals(NogardGame.ButtonManager.PlayButton)) { NogardGame.LevelSelectorManager.Init(); NogardGame.MapsComplete = 0; } if (b.ButtonClicked && b.Equals(NogardGame.ButtonManager.ScoreButton)) { NogardGame.HighScoreDisplay.Init(); break; } if (b.ButtonClicked && b.Equals(NogardGame.ButtonManager.InstuctionsButton)) { MessageBox.Show( "Movement: Right & left keys." + "\n\nJump: Up key once for single jump," + "\ntwice for double jump." + "\n\nShoot projectile: Space key." + "\n\nPause game: ESC key."); break; } if (b.ButtonClicked && b.Equals(NogardGame.ButtonManager.AboutNogardButton)) { NogardGame.StoryMode.Init(); break; } if (b.ButtonClicked && b.Equals(NogardGame.ButtonManager.ExitButton)) { Game.Exit(); } if (b.ButtonClicked && b.Equals(NogardGame.ButtonManager.MapButton)) { if (NogardGame.Admin) { NogardGame.MapMakerManager.Init(); } else { MessageBox.Show("Must be game administrator\nto access the mapmaker."); } } } }
public void Update(GameTime gameTime) { switch (GameManager.currentState) { case GameState.StoryScreen: storyTextPos.Y -= scrollSpeed; mainMenuBackground.Update(gameTime); if (storyTextPos.Y < -1100) { GameManager.currentState = GameState.InGame; MediaPlayer.Play(SoundBank.BgMusicList[0]); } break; case GameState.MainMenu: mainMenuBackground.Update(gameTime); foreach (var b in mainMenuButtonList) { b.Update(); } pointerMainMenu.Update(gameTime); previous = current; MovingInMenu(); UpdateButtonChoise(); if (controllerArray[0].ButtonPressed(Buttons.A)) { ButtonClickMainMenu(); } break; case GameState.Controls: GoBack(); break; case GameState.PlayerSelect: PlayerSelectManager.GetController(controllerArray); SendPlayerToPlayerSelect(); PlayerSelectManager.Update(gameTime); break; case GameState.CharacterInfo: characterInfoManager.GetController(controllerArray); characterInfoManager.Update(gameTime); GoBack(); break; case GameState.Win: mainMenuBackground.Update(gameTime); break; case GameState.GameOver: mainMenuBackground.Update(gameTime); break; } if (gamePaused) { foreach (var b in pauseButtonList) { b.Update(); } pointerPause.Update(gameTime); previous = current; } PauseMenu(gameTime); }
public void Update(GameTime gameTime) { background.Update(gameTime); DecidingTextures(); BrowseCharacters(); }