/// <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 (!IsReadyToUpdate) { return; } // Begin the spritebatch in relation to the camera SpriteBatch.Begin(SpriteSortMode.Deferred, null, null, null, null, null, gameCamera.GetTransformation()); GraphicsDevice.Clear(Color.Black); // Let ScreenManager handle the drawing of the current active screen ScreenManager.Draw(gameTime); base.Draw(gameTime); if (DisplayCursor) { cursor.Draw(); } // FPS fpsDisplay?.Draw(); SpriteBatch.End(); }
void Tick(object sender, EventArgs e) { Render(); FPS.Draw(device); device.WaitForPresent(); }