/// <summary> /// Draw this state to the screen. /// </summary> public override void Draw() { fps.IncrementFrames(); SpriteBatch batch = ServiceManager.Game.Batch; ServiceManager.Game.GraphicsDevice.RenderState.DepthBufferEnable = true; GraphicOptions.graphics.GraphicsDevice.Clear(GraphicOptions.BackgroundColor);//Must manually clear since we're not using the main Draw() batch.Begin(SpriteBlendMode.AlphaBlend, SpriteSortMode.FrontToBack, SaveStateMode.SaveState); batch.Draw(sky, ServiceManager.Game.GraphicsDevice.Viewport.TitleSafeArea, Color.White); batch.End(); Scene.Draw(false); batch.Begin(SpriteBlendMode.AlphaBlend, SpriteSortMode.FrontToBack, SaveStateMode.SaveState); batch.DrawString(ServiceManager.Game.Font, fps.GetFormattedFPS(), Vector2.Zero, Color.White); batch.DrawString(ServiceManager.Game.Font, FormatTimeLeft(timeLeft), Vector2.UnitX * 300, Color.White); batch.End(); tips.Draw(); buffbar.Draw(); if (mouseCursor != null) { mouseCursor.Draw(); } hud.Draw(); cd.Draw(); Chat.Draw(); miniMap.Draw(localPlayer.Position); Scores.Draw(); helpOverlay.Draw(); }