protected override void Draw(GameTime gameTime) { lastTime = gameTime; if (screen != null && screen.State == ScreenState.Running) { screen.Draw(gameTime); } base.Draw(gameTime); }
protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Black); if (screen != null) { screen.Draw(spriteBatch, gameTime); } base.Draw(gameTime); }
/// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="time">Provides a snapshot of timing values.</param> protected override void Draw(GameTime time) { drawFps.Enqueue((float)(1000.0 / time.ElapsedGameTime.TotalMilliseconds)); if (drawFps.Count > 300) { drawFps.Dequeue(); } GraphicsDevice.Clear(Color.Black); screen?.Draw(spriteBatch, time); spriteBatch.Begin(); spriteBatch.DrawString(font, ((int)Math.Round(updateFps.Average())).ToString(), new Vector2(8, 8), Color.Red); spriteBatch.DrawString(font, ((int)Math.Round(drawFps.Average())).ToString(), new Vector2(108, 8), Color.Red); spriteBatch.End(); base.Draw(time); }
public void Draw(GameTime gameTime) { if (!Stopped) { GameScreen.Draw(gameTime, SpriteBatch); } if (Paused) { float titleTexX = ScreenSize.X / 2 - pausedMenuTitle.Width / 2; SpriteBatch.Begin(); SpriteBatch.Draw(Black, new Rectangle(0, 0, this.GraphicsDeviceManager.PreferredBackBufferWidth, this.GraphicsDeviceManager.PreferredBackBufferHeight), new Color(Color.White, 100)); SpriteBatch.Draw(pausedMenuTitle, new Vector2(titleTexX, 2), Color.White); SpriteBatch.End(); } SpriteBatch.Begin(samplerState: SamplerState.PointWrap); if (GamePad.GetState(PlayerIndex.One).IsConnected) { SpriteBatch.Draw(controllerCursor, MousePos, Color.White); } SpriteBatch.End(); }
public override void Draw(GameTime gameTime) { _activeScreen?.Draw(gameTime); _activeTransition?.Draw(gameTime); }