/// <summary> /// Updates the game. /// </summary> /// <param name="gameTime">The game time.</param> protected override void Update(GameTime gameTime) { //updates tools game time Tools.GameTime = gameTime; //chooses the appropriate state to update switch (State) { case GameState.Game: GameScene.Update(); IsMouseVisible = false; graphics.ApplyChanges(); break; case GameState.Shop: Shop.Instance.Update(); IsMouseVisible = true; graphics.ApplyChanges(); break; case GameState.Menu: Menu.Update(this); IsMouseVisible = true; graphics.ApplyChanges(); break; case GameState.LoseScreen: LoseScreen.Update(); IsMouseVisible = true; graphics.ApplyChanges(); break; case GameState.Pause: PauseMenu.Update(); IsMouseVisible = true; graphics.ApplyChanges(); break; case GameState.Instructions: Instructions.Update(); break; } base.Update(gameTime); }
/// <summary> /// Draws the specified game time. /// </summary> /// <param name="gameTime">The game time.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); //chooses the appropriate state to draw switch (State) { case GameState.Game: GameScene.Draw(spriteBatch); break; case GameState.Shop: GameScene.Draw(spriteBatch); Shop.Instance.Draw(spriteBatch); break; case GameState.Menu: Menu.Draw(spriteBatch); break; case GameState.LoseScreen: GameScene.Draw(spriteBatch); LoseScreen.Draw(spriteBatch); break; case GameState.Pause: GameScene.Draw(spriteBatch); PauseMenu.Draw(spriteBatch); break; case GameState.Instructions: Instructions.Draw(spriteBatch); break; } base.Draw(gameTime); }