protected override void Draw(GameTime gameTime) { _frameRate.Update((float)gameTime.ElapsedGameTime.TotalSeconds); SetWindowTitle($"{Math.Round(_frameRate.AverageFramesPerSecond)} fps"); ScreenManager.Draw(); base.Draw(gameTime); }
public void Draw() { _spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, null, null, null, _cameraManager.Transform); _screenManager.Draw(); _world.Draw(); _spriteBatch.End(); }
/// <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) { // the reason we calculate the delta time here is since this is the only place where all the drawing "flows together" // here we can say that all the drawing is definitely finished after base.Draw is called, so here is the only place we truly // can calculate the passed time every frame. if (gameTime.TotalGameTime.Milliseconds - mLastFrameTime >= 0) { mDeltaTime = (gameTime.TotalGameTime.Milliseconds - mLastFrameTime) / 1000; } GraphicsDevice.Clear(Color.Black); mScreenManager.Draw(mSpriteBatch); base.Draw(gameTime); mLastFrameTime = gameTime.TotalGameTime.Milliseconds; }
protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); screenManager.Draw(gameTime); base.Draw(gameTime); }