/// <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); // TODO: Add your drawing code here spriteBatch.Begin(); foreach (Block b in blocks) { b.Draw(spriteBatch); } pad.Draw(spriteBatch); ball.Draw(spriteBatch); spriteBatch.End(); base.Draw(gameTime); }
protected override void Draw(GameTime gameTime) { graphics.GraphicsDevice.Clear(Color.Black); // TODO: Add your drawing code here switch (state) { case GameState.StartMenu: spriteBatch.Begin(SpriteBlendMode.AlphaBlend); theMenu_Manager.Draw_Menu(this.spriteBatch); spriteBatch.End(); break; case GameState.NewGame: spriteBatch.Begin(); switch (New_Game_state) { case NewGameMenu.Normal: ball_1.Draw(this.spriteBatch); paddle.Draw(this.spriteBatch); theBrick_Manager.Draw_Bricks(this.spriteBatch); theScore_Manager.Draw_Score(this.spriteBatch); break; case NewGameMenu.Hard: ball_1.Draw(this.spriteBatch); if (Collisions.ballCollided) { ball_2.Draw(this.spriteBatch); } paddle.Draw(this.spriteBatch); theBrick_Manager.Draw_Bricks(this.spriteBatch); theScore_Manager.Draw_Score(this.spriteBatch); break; default: theMenu_Manager.Draw_SubMenu(this.spriteBatch); break; } if (Fade_Controls.fade_done) { theMenu_Manager.Draw_FailMenu(this.spriteBatch); } spriteBatch.End(); break; case GameState.Options: spriteBatch.Begin(SpriteBlendMode.AlphaBlend); theMenu_Manager.Draw_OptionsMenu(this.spriteBatch); spriteBatch.End(); break; case GameState.Help: spriteBatch.Begin(SpriteBlendMode.AlphaBlend); theMenu_Manager.Draw_HelpMenu(this.spriteBatch); spriteBatch.End(); break; case GameState.About: spriteBatch.Begin(SpriteBlendMode.AlphaBlend); theMenu_Manager.Draw_AboutMenu(this.spriteBatch); spriteBatch.End(); break; default: break; } base.Draw(gameTime); }