/// <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(); }
/// <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); }
public void Draw(GameTime gameTime) { sceneStack.Draw(gameTime); }
public void Draw(GameTime gameTime) { scenes.Draw(gameTime); }