Beispiel #1
0
        public override void Draw(SpriteBatch Batch)
        {
            //Call the Renderer's Draw

            //NOTE: The renderer will be in charge of rendering 2 screens: the 2D HUD and the 3D World
            //It will be passed the game state from the engine and decide how to draw each component
            //It will also be in charge of sending input from the visualisation to the engine

            if (gameplayScreen != null)
            {
                gameplayScreen.Draw(Batch);
            }
        }
Beispiel #2
0
        /// <summary>
        /// The base draw loop handles drawing all draw loops corresponding to the current game state
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.Black);

            // Switch based on the current scene
            switch (State)
            {
            // Call each corresponding draw method
            case GameState.MainMenu:
                MainMenuScreen.Draw(spriteBatch);
                break;

            case GameState.Instructions:
                InstructionsScreen.Draw(spriteBatch);
                break;

            case GameState.ModeSelection:
                ModeSelectionScreen.Draw(spriteBatch);
                break;

            // If the gameplayScreen is not defined because the state updates asynchronously from
            // the update loop creating a new instance of gameplayScreen, ignore the current frame
            // and wait until the gameplayScreen is defined
            case GameState.ClassicGameplay:
                if (gameplayScreen != null)
                {
                    gameplayScreen.Draw(spriteBatch);
                }
                break;

            case GameState.FreeGameplay:
                if (gameplayScreen != null)
                {
                    gameplayScreen.Draw(spriteBatch);
                }
                break;
            }
        }