/// <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.BlanchedAlmond); // TODO: Add your drawing code here spriteBatch.Begin(); if (state == "StartScreen") { background.Draw(spriteBatch); StartButton.Draw(spriteBatch); } else if (state == "Menu") { Stage1Button.Draw(spriteBatch); Stage2Button.Draw(spriteBatch); Stage3Button.Draw(spriteBatch); } else if (state == "Stage1") { level.Draw(spriteBatch); waveManeger.Draw(spriteBatch); player.Draw(spriteBatch); toolBar.Draw(spriteBatch, player); arrowButton.Draw(spriteBatch); slowButton.Draw(spriteBatch); snipeButton.Draw(spriteBatch); player.DrawPreview(spriteBatch); } else if (state == "Stage2") { level2.Draw(spriteBatch); waveManeger2.Draw(spriteBatch); player.Draw(spriteBatch); toolBar.Draw(spriteBatch, player); arrowButton.Draw(spriteBatch); slowButton.Draw(spriteBatch); snipeButton.Draw(spriteBatch); player.DrawPreview(spriteBatch); } else { level3.Draw(spriteBatch); //waveManeger.Draw(spriteBatch); player.Draw(spriteBatch); toolBar.Draw(spriteBatch, player); arrowButton.Draw(spriteBatch); slowButton.Draw(spriteBatch); snipeButton.Draw(spriteBatch); player.DrawPreview(spriteBatch); } base.Draw(gameTime); 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) { GraphicsDevice.Clear(Color.BlanchedAlmond); // TODO: Add your drawing code here spriteBatch.Begin(); //background.Draw(spriteBatch); level.Draw(spriteBatch); waveManeger.Draw(spriteBatch); player.Draw(spriteBatch); toolBar.Draw(spriteBatch, player); arrowButton.Draw(spriteBatch); slowButton.Draw(spriteBatch); snipeButton.Draw(spriteBatch); player.DrawPreview(spriteBatch); spriteBatch.End(); base.Draw(gameTime); }