/// <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 ballView.Draw(spriteBatch); base.Draw(gameTime); }
/// <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.Crimson); // spriteBatch.Begin(SpriteSortMode.Deferred, null, null, null, null, null, camera.GetMatrix()); spriteBatch.Begin(); ballview.Draw(spriteBatch); explosion.Draw((float)gameTime.ElapsedGameTime.TotalSeconds, spriteBatch); spriteBatch.End(); // TODO: Add your drawing code here base.Draw(gameTime); }
protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Black); spriteBatch.Begin(); // Views .Draw(spriteBatch) tileView.Draw(spriteBatch); playerView.Draw(spriteBatch); playerViewGrid.Draw(spriteBatch); playerViewText.Draw(spriteBatch); ballView.Draw(spriteBatch); spriteBatch.End(); base.Draw(gameTime); }