/// <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.CornflowerBlue); gameScreenManager.Draw(gameTime, spriteBatch); base.Draw(gameTime); }
protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Black); m_screenManager.Draw(gameTime); graphics.BeginDraw(); base.Draw(gameTime); }
protected override void Draw(GameTime gameTime) { switch (theme) { case "Winter": GraphicsDevice.Clear(new Color(19, 19, 25)); break; case "Valentines": GraphicsDevice.Clear(new Color(246, 177, 195)); break; case "Halloween": GraphicsDevice.Clear(new Color(19, 11, 41)); break; case "Friday the 13th": GraphicsDevice.Clear(new Color(9, 9, 11)); break; case "Summer": GraphicsDevice.Clear(new Color(34, 83, 120)); break; case "Spring": GraphicsDevice.Clear(new Color(158, 197, 255)); break; case "Autumn": GraphicsDevice.Clear(new Color(0, 47, 47)); break; default: GraphicsDevice.Clear(Color.White); break; } spriteBatch.Begin(SpriteSortMode.FrontToBack, BlendState.AlphaBlend, SamplerState.PointClamp); screenManager.Draw(spriteBatch); particleSystem.Draw(spriteBatch); spriteBatch.End(); base.Draw(gameTime); }
protected override void Draw(GameTime gameTime) { //Clear all Graphics GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here m_screenManager.Draw(gameTime); //Set Window Title Window.Title = "Japakeys"; //Draw it to the screen. base.Draw(gameTime); }