/// <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) { m_drawer.SetRenderTarget(); GraphicsDevice.Clear(m_bgColor); // Drawing combo score behind all sprites // SpriteBatch.Begin(SpriteSortMode.Immediate, null, SamplerState.PointClamp, null, null); comboCounter.Draw(); SpriteBatch.End(); // Begin all drawing methods // SpriteBatch.Begin(SpriteSortMode.Immediate, null, SamplerState.PointClamp, null, null, null, GameCamera.CameraMatrix); m_falaise.Draw(); Cutscenes.crowd.DrawBack(); if (CurrentTotem != null) { for (int i = 0; i < totems.Length; ++i) { if (totems[i] != null) { totems[i].Draw(); } } } Cutscenes.cutscenePlayer.Draw(); Cutscenes.monster.Draw(); Cutscenes.crowd.DrawFront(); player.Draw(); Souls.Draw(); Explosions.Draw(); SpriteBatch.End(); // Drawing GUI // SpriteBatch.Begin(); startingCountdown.Draw(); scoreBorder.Draw(); mapBorder.Draw(); scoreDisplay.Draw(); Cutscenes.title.Draw(); SpriteBatch.End(); // Drawing Menu // SpriteBatch.Begin(SpriteSortMode.Immediate, null, SamplerState.PointClamp, null, null); menuScreen.Draw(); SpriteBatch.End(); SpriteBatch.Begin(SpriteSortMode.Immediate, null, SamplerState.PointClamp, null, null); pauseScreen.Draw(); SpriteBatch.End(); // End drawing // m_drawer.Draw(); //if (startingCountdown.CountdownHasFinished) //{ // SpriteBatch.Begin(); // SpriteBatch.DrawString(menuText, "Souls : " + scoreBorder.Score, new Vector2(70, 0), Color.Black); // SpriteBatch.End(); //} if (debugMode) { SpriteBatch.Begin(); // Debug text // //SpriteBatch.DrawString(debugText, "Souls : " + scoreBorder.Score + "/" + scoreBorder.ScoreBarMaxValue, new Vector2(0, 300), Color.Red); //SpriteBatch.DrawString(debugText, "Chall : " + menuScreen.challengeChoice, new Vector2(0, 320), Color.Red); //SpriteBatch.DrawString(menuText, "Test", new Vector2(20, 350), Color.Black); //SpriteBatch.DrawString(debugText, "player posY : " +player.Transform.PosY , new Vector2(0, 300), Color.Red); //SpriteBatch.DrawString(debugText, "isCBSP : " + isComboBreakerSoundPossible, new Vector2(0, 320), Color.Red); SpriteBatch.End(); } base.Draw(gameTime); }