/// <summary> /// This is called when the game should draw itself. /// </summary> /// /// select - layer5 added by Matthew Baldock /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.LightSeaGreen); //Draw the current state switch (currentGameState) { case GameState.Login: login_menu.DrawMenu(gameTime, spriteBatch); break; case GameState.MainMenu: main_menu.DrawMenu(gameTime, spriteBatch); break; case GameState.Multiplayer: multiplayer_menu.DrawMenu(gameTime, spriteBatch); break; case GameState.Options: options_menu.DrawMenu(gameTime, spriteBatch); break; case GameState.Credits: credits_menu.DrawMenu(gameTime, spriteBatch); break; case GameState.CreateLobby: create_lobby_menu.DrawMenu(gameTime, spriteBatch); break; case GameState.LobbyBrowser: lobby_browser_menu.DrawMenu(gameTime, spriteBatch); break; case GameState.Lobby: lobby_menu.DrawMenu(gameTime, spriteBatch); break; case GameState.Playing: GraphicsDevice.Clear(Color.Black); gameplayScreen.draw(gameTime); break; case GameState.Select: shipselectionScreen.draw(spriteBatch); break; case GameState.ControlMenu: control_menu.DrawMenu(gameTime, spriteBatch); break; default: break; } base.Draw(gameTime); }