/// <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)
{
Exit();
}
if (ReadyToPlay)
{
ReadyToPlay = false;
state = State.FleetMenu;
}
switch (state)
{
case State.MainMenu:
mainMenu.Update(gameTime);
break;
case State.OptionsMenu:
settingsMenu.Update(gameTime);
break;
case State.LoginMenu:
loginMenu.Update(gameTime);
break;
case State.RegisterMenu:
registerMenu.Update(gameTime);
break;
case State.DeckMenu:
deckMenu.Update(gameTime);
break;
case State.GameWindow:
gameWindow.Update(gameTime);
break;
case State.ShopMenu:
shopMenu.Update(gameTime);
break;
case State.FleetMenu:
fleetMenu.Update(gameTime);
break;
case State.CardsMenu:
cardsMenu.Update(gameTime);
break;
}
base.Update(gameTime);
}