Adding Update Code
Now, you'll need to modify the Update
method of
your Game1
class to call a different method based
on the current game state (you'll add those methods shortly):
protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit( ); // Only run the Update code if the game is currently active. // This prevents the game from progressing while // gamer services windows are open. if (this.IsActive) { // Run different methods based on game state switch (currentGameState) { case GameState.SignIn: Update_SignIn( ); break; case GameState.FindSession: Update_FindSession( ); break; case GameState.CreateSession: Update_CreateSession( ); break; case GameState.Start: Update_Start(gameTime); break; case GameState.InGame: Update_InGame(gameTime); break; case GameState.GameOver: Update_GameOver(gameTime); break; } } // Update the network session and pump network messages if (networkSession != null) networkSession.Update( ); base.Update(gameTime); }
Besides the methods that you haven't coded yet, there are a couple of other things
here that are worth mentioning. First, the game logic is surrounded by an if
statement containing this.IsActive
. This relates to the GamerServicesComponent
you added earlier. That component will automatically render sign-in screens and account dashboards upon request. When it does so, your game becomes inactive (even though it is drawn in the same window). You don't want processing to ...
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