/// <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); }
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); }