Calling Game.LoadContent() again is not really the best way to go about things. You don;t want to load all content again (though it will skip content it has already loaded if not unloaded previously).
A simple way to get started with different states in the game is to use a simple state machine. Declare an enum with the different game states.
enum GameState
{
MainMenu,
Gameplay,
EndOfGame,
}
In your Game class, declare a member of the GameState type.
GameState _state;
In your Update() method, use the _state to determine which update to run.
void Update(GameTime deltaTime)
{
base.Update(deltaTime);
switch (_state)
{
case GameState.MainMenu:
UpdateMainMenu(deltaTime);
break;
case GameState.Gameplay:
UpdateGameplay(deltaTime);
break;
case GameState.EndOfGame:
UpdateEndOfGame(deltaTime);
break;
}
}
Now define the UpdateMainmenu(), UpdateGameplay() and UpdateEndOfGame().
void UpdateMainMenu(GameTime deltaTime)
{
// Respond to user input for menu selections, etc
if (pushedStartGameButton)
_state = GameState.GamePlay;
}
void UpdateGameplay(GameTime deltaTime)
{
// Respond to user actions in the game.
// Update enemies
// Handle collisions
if (playerDied)
_state = GameState.EndOfGame;
}
void UpdateEndOfGame(GameTime deltaTime)
{
// Update scores
// Do any animations, effects, etc for getting a high score
// Respond to user input to restart level, or go back to main menu
if (pushedMainMenuButton)
_state = GameState.MainMenu;
else if (pushedRestartLevelButton)
{
ResetLevel();
_state = GameState.Gameplay;
}
}
In the Game.Draw() method, again handle the different game states.
void Draw(GameTime deltaTime)
{
base.Draw(deltaTime);
switch (_state)
{
case GameState.MainMenu:
DrawMainMenu(deltaTime);
break;
case GameState.Gameplay:
DrawGameplay(deltaTime);
break;
case GameState.EndOfGame:
DrawEndOfGame(deltaTime);
break;
}
}
Now define the different Draw methods.
void DrawMainMenu(GameTime deltaTime)
{
// Draw the main menu, any active selections, etc
}
void DrawGameplay(GameTime deltaTime)
{
// Draw the background the level
// Draw enemies
// Draw the player
// Draw particle effects, etc
}
void DrawEndOfGame(GameTime deltaTime)
{
// Draw text and scores
// Draw menu for restarting level or going back to main menu
}
You can extend this later on by using separate classes for the different game states.