Example #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);

            scenes.Draw(gameTime);

            base.Draw(gameTime);
        }
        public void Draw(GameTime gameTime)
        {
            sceneStack.Draw(gameTime);

            spriteBatch.Begin();
            font.DrawText(spriteBatch, Vector2.Zero, "Test Selector");
            spriteBatch.End();
        }
Example #3
0
        /// <summary>
        /// Draws the current scene to the window
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            _graphics.GraphicsDevice.Clear(_bgColor);

            _uiSpriteBatch.Begin();

            // Setup to draw relative to the cameras view matrix
            // and clamp coords to int points to avoid weird floating
            // point stutters
            _spriteBatch.Begin(
                transformMatrix: _camera.GetViewMatrix(),
                samplerState: SamplerState.PointClamp
                );

            // Draw the current scene
            if (_scenes.Top != null)
            {
                _scenes.Draw(_spriteBatch, _uiSpriteBatch);
            }

            CheckDebugVars();

            if (!ForceQuit)
            {
                _debugConsole.Draw(_uiSpriteBatch);
            }

            _spriteBatch.End();
            _uiSpriteBatch.End();

            // Update IO states
            IOUtil.UpdateKeyState();
            IOUtil.UpdateMouseState();

            base.Draw(gameTime);
        }
Example #4
0
 public void Draw(GameTime gameTime)
 {
     sceneStack.Draw(gameTime);
 }
Example #5
0
 public void Draw(GameTime gameTime)
 {
     scenes.Draw(gameTime);
 }