protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Black); spriteBatch.Begin(); switch (currentMode) { case MODE.GAME: game.Draw(gameTime, spriteBatch); break; case MODE.WELCOME: welcomeScr.Draw(gameTime, spriteBatch); break; case MODE.LOADING: loadingScr.Draw(gameTime, spriteBatch); break; case MODE.CREDITS: creditsScr.Draw(gameTime, spriteBatch); break; case MODE.CONFIG: configScr.Draw(gameTime, spriteBatch); break; case MODE.HELP: helpScr.Draw(gameTime, spriteBatch); break; case MODE.END: endScr.Draw(gameTime, spriteBatch); break; } spriteBatch.End(); base.Draw(gameTime); }
/// <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.White); // TODO: Add your drawing code here spriteBatch.Begin(); switch (Globals.Gamestate) { case Globals.LOGO: { // Draws the logo spriteBatch.Draw(logoImg, new Rectangle(300, 360, 600, 80), Color.White); break; } case Globals.MENU: { Menu.Draw(spriteBatch, gameTime); break; } case Globals.TRANSITION: { TransitionScreen.Draw(spriteBatch); break; } case Globals.GAMEPLAY: { // Draws the assets of the appropriate game switch (Globals.Minigame) { case Globals.LUCKY_DAY: { luckyDay.Draw(spriteBatch, gameTime); break; } case Globals.COLOR_GUESSER: { colorGuesser.Draw(spriteBatch); break; } case Globals.RAINDROPS: { raindrops.Draw(spriteBatch, gameTime); break; } case Globals.JUGGLER: { juggler.Draw(spriteBatch, gameTime); break; } case Globals.TERMINAL_VELOCITY: { terminalVelocity.Draw(spriteBatch, gameTime); break; } case Globals.BACKWARDS: { backwards.Draw(spriteBatch); break; } case Globals.TYPEWRITER: { typewriter.Draw(spriteBatch); break; } case Globals.FLOOR_IS_LAVA: { floorIsLava.Draw(spriteBatch, gameTime); break; } case Globals.MILKSHAKER: { milkshaker.Draw(spriteBatch); break; } case Globals.CIRCLE_CLICKER: { circleClicker.Draw(spriteBatch); break; } } // Draws the hud elements Hud.Draw(spriteBatch); break; } case Globals.RESULTS: { Results.Draw(spriteBatch); break; } case Globals.LEADERBOARD: { Leaderboard.Draw(spriteBatch); break; } } // Draws the help screen if it is open if (Globals.HelpScreenOpen && !Globals.Fade.Active) { HelpScreen.Draw(spriteBatch); } // Draws the pause screen if it is active if (paused) { spriteBatch.Draw(blankRecImg, Globals.GetRec(), Color.Black * pausedOpacity); spriteBatch.DrawString(bigFont, "PAUSED", Globals.CentreText(Globals.GetRec(), "PAUSED", bigFont), Color.White); spriteBatch.Draw(menuBtn.Img, menuBtn.Rec, Color.White); } // Draws the fade if it is active if (Globals.Fade.Active) { Globals.Fade.Draw(spriteBatch); } spriteBatch.End(); base.Draw(gameTime); }