/// <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.Black);// new Color(172.0f/255.0f, 134.0f / 255.0f, 85.0f / 255.0f)); // TODO: Add your drawing code here spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp); if (_sceneCurrent != null) { _sceneCurrent.Draw(spriteBatch); } MouseManager.Draw(spriteBatch); spriteBatch.End(); base.Draw(gameTime); }
/// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { MouseInput.Update(); KeyboardInput.Update(); // TODO: Add your update logic here MouseManager.Update(gameTime); if (_sceneCurrent == null) { switch (_state) { case State.QUIT: Exit(); break; case State.MAIN_MENU: _sceneCurrent = new SceneMainMenu(); break; case State.PLAY: _sceneCurrent = new ScenePlay(); break; case State.TEST_MAP: _sceneCurrent = new SceneTestMap(); break; } _sceneCurrent.LoadContent(Content); } else { _sceneCurrent.Update(gameTime); } base.Update(gameTime); }