/// <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(ClearOptions.Target | ClearOptions.DepthBuffer, Color.DarkSlateGray, 1.0f, 0); SetupRendering(); farseerManager.DrawPhysicsObjects(ref farseerView); // Draw sprites in farseer-space spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend, null, null, RasterizerState.CullNone, null, spriteBatchTransformation); ragdollManager.Draw(spriteBatch); // this will draw equipment effects powerupManager.Draw(spriteBatch); // this draws pickups hazardManager.Draw(spriteBatch); // this draws laser beams particleEffectManager.Draw(spriteBatchTransformation); spriteBatch.End(); // Draw sprites in screen-space spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend); toolbox.Draw(spriteBatch); farseerManager.DrawFrontEffects(spriteBatch); objectiveManager.Draw(spriteBatch); 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) { GraphicsDevice.Clear(new Color(31, 31, 31)); spriteBatch.Begin(); switch (_state) { case CGameState.MainScreen: _mainscreen.Draw(spriteBatch); break; case CGameState.CreditsScreen: _creditsScreen.Draw(spriteBatch); break; case CGameState.Playing: _background_manager.Draw(spriteBatch); _portal_manager.Draw(spriteBatch); _bullet_manager.Draw(spriteBatch); _enemy_managers.Values .ToList() .ForEach(x => x.Draw(spriteBatch)); _player.Draw(spriteBatch); _energy_storage_manager.Draw(spriteBatch); _bullet_hits_enemy.Draw(spriteBatch); _powerup_manager.Draw(spriteBatch); break; case CGameState.Gameover: _gameoverscreen.Draw(spriteBatch); break; } spriteBatch.End(); base.Draw(gameTime); }