Ejemplo n.º 1
0
        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            basicUI.Draw(gameTime.ElapsedGameTime.TotalMilliseconds);
            debug.Draw();
            base.Draw(gameTime);
        }
Ejemplo n.º 2
0
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.Transparent);

            spriteBatch.Begin(
                samplerState: SamplerState.LinearWrap,
                blendState: BlendState.AlphaBlend,
                transformMatrix: Camera.CurrentCameraTranslation);
            currentBoard.Draw(gameTime);
            spriteBatch.End();

            basicUI.Draw(gameTime.ElapsedGameTime.TotalMilliseconds);

            base.Draw(gameTime);
        }
Ejemplo n.º 3
0
        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.SetRenderTarget(renderTarget);
            Color color = new Color();

            color.A = 255;
            color.R = (byte)random.Next(0, 255);
            color.G = (byte)random.Next(0, 255);
            color.B = (byte)random.Next(0, 255);
            GraphicsDevice.Clear(color);
            GraphicsDevice.SetRenderTarget(null);

            GraphicsDevice.Clear(Color.CornflowerBlue);

            basicUI.Draw(gameTime.ElapsedGameTime.TotalMilliseconds);
            debug.Draw();
            base.Draw(gameTime);
        }
Ejemplo n.º 4
0
 private void Render(RenderDrawContext arg1, RenderFrame arg2)
 {
     uiRoot.Draw(Game.UpdateTime.Elapsed.TotalMilliseconds);
     debug.Draw();
 }
Ejemplo n.º 5
0
 private void RenderUI()
 {
     root.Draw(elapsedGameTime);
     debug.Draw();
 }