Exemple #1
0
        /// <summary>
        /// Draw all the game component
        /// </summary>
        /// <param name="gameTime"></param>
        public override void Draw(GameTime gameTime)
        {
            ScreenManager.GraphicsDevice.Clear(Color.Black);
            ScreenManager.SpriteBatch.Begin();

            // Draw the elapsed time
            ScreenManager.SpriteBatch.DrawString(timeFont,
                                                 String.Format("{0:00}:{1:00}", this.gameTime.Minutes,
                                                               this.gameTime.Seconds), new Vector2(20, 20), Color.YellowGreen);

            // Drawing sprites changes some render states around, which don't play
            // nicely with 3d models.
            // In particular, we need to enable the depth buffer.
            DepthStencilState depthStensilState =
                new DepthStencilState()
            {
                DepthBufferEnable = true
            };

            ScreenManager.GraphicsDevice.DepthStencilState = depthStensilState;

            // Draw all the game components
            maze.Draw(gameTime);
            marble.Draw(gameTime);


            ScreenManager.SpriteBatch.End();
            base.Draw(gameTime);
        }
Exemple #2
0
        /// <summary>
        /// Draw all the game component
        /// </summary>
        /// <param name="gameTime"></param>
        public override void Draw(GameTime gameTime)
        {
            ScreenManager.GraphicsDevice.Clear(Color.Black);
            ScreenManager.SpriteBatch.Begin();

            // Drawing sprites changes some render states around, which don't play
            // nicely with 3d models.
            // In particular, we need to enable the depth buffer.
            DepthStencilState depthStensilState =
                new DepthStencilState()
            {
                DepthBufferEnable = true
            };

            ScreenManager.GraphicsDevice.DepthStencilState = depthStensilState;

            // Draw all the game components
            maze.Draw(gameTime);
            marble.Draw(gameTime);

            ScreenManager.SpriteBatch.End();
            base.Draw(gameTime);
        }