/// <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.DarkViolet); var color = new Color(255, 255, 133, 250); spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend); if (gameState.CurrentState == GameState.State.Playing) { drawer.DrawMap(gameMap, gameObjectTextures, true); drawer.DrawTextAtCenter(currentLevel.Label, spriteFont, color); } else if (gameState.CurrentState == GameState.State.Paused) { drawer.DrawMap(gameMap, gameObjectTextures, false); drawer.DrawMenu(mainMenu); } else if (gameState.CurrentState == GameState.State.LevelEnd) { drawer.DrawTextAtCenter("Your Scores: " + gameState.Scores, spriteFont, color); } spriteBatch.End(); base.Draw(gameTime); }
private void ShowActions(Point destination) { _drawer.DrawMenu(destination.X, destination.Y, GetActions(destination)); }