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);
    }
Example #2
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)
 {
     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);
 }