protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Black); spriteBatch.Begin(); switch (currentMode) { case MODE.GAME: game.Draw(gameTime, spriteBatch); break; case MODE.WELCOME: welcomeScr.Draw(gameTime, spriteBatch); break; case MODE.LOADING: loadingScr.Draw(gameTime, spriteBatch); break; case MODE.CREDITS: creditsScr.Draw(gameTime, spriteBatch); break; case MODE.CONFIG: configScr.Draw(gameTime, spriteBatch); break; case MODE.HELP: helpScr.Draw(gameTime, spriteBatch); break; case MODE.END: endScr.Draw(gameTime, spriteBatch); break; } spriteBatch.End(); base.Draw(gameTime); }
/// <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) { if (menuLogic.getActiveComponent() == 1) { menu.Draw(gameTime); } else if (menuLogic.getActiveComponent() == 2) { game.Draw(gameTime); } else if (menuLogic.getActiveComponent() == 3) { settings.Draw(gameTime); } base.Draw(gameTime); }