// Updates. When the players clicks continue we go to // the next state that is specified in the switch case, // depending on which option we currently are at. public void Update(GameTime gameTime) { if (Keyboard.GetState().IsKeyDown(Keys.M)) { AudioManager.Instance.PlaySound("disaster"); } if (!AudioManager.Instance.IsPlaying) { AudioManager.Instance.PlayNextInQueue(gameTime); } currentPosition = (OptionsState)controls.MoveOptionPositionVertically((int)currentPosition); switch (currentPosition) { case OptionsState.Singleplayer: controls.ContinueButton(GameManager.GameState.PlayingSinglePlayer); break; case OptionsState.Multiplayer: controls.ContinueButton(GameManager.GameState.MultiPlayer); break; case OptionsState.Exit: controls.ContinueButton(GameManager.GameState.Quit); break; } }
public void Update(GameTime gameTime) { currentPosition = (OptionsState)controls.MoveOptionPositionVertically((int)currentPosition); switch (currentPosition) { case OptionsState.StartServer: controls.ContinueButton(GameManager.GameState.MultiplayerStartServer); break; case OptionsState.StartClient: controls.ContinueButton(GameManager.GameState.MultiplayerConnectServer); break; case OptionsState.Back: controls.ContinueButton(GameManager.GameState.MainMenu); break; } //controls.GoBackButton(); }
public void Update(GameTime gameTime) { CheckServerName(); currentPosition = (OptionsState)controls.MoveOptionPositionVertically((int)currentPosition); switch (currentPosition) { case OptionsState.FindServer: controls.SearchForServerButton(networkConnectionManager); break; case OptionsState.ConnectedTo: case OptionsState.Play: controls.ContinueButton(GameManager.GameState.MultiplayerPlaying); break; case OptionsState.Back: controls.ContinueButton(GameManager.GameState.MainMenu); break; } }
public void Update(GameTime gameTime) { CheckServerName(); currentPosition = (OptionsState)controls.MoveOptionPositionVertically((int)currentPosition); switch (currentPosition) { case OptionsState.StartServer: controls.StartServerButton(networkConnectionManager); break; case OptionsState.ServerName: case OptionsState.StartMatch: controls.ContinueButton(GameManager.GameState.MultiplayerPlaying); break; case OptionsState.Back: controls.GoBackButton(peer: networkConnectionManager.GetPeer()); break; } }