/// <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) { // TODO: Add your drawing code here // test spriteBatch.Begin(); switch (CurrentGameState) { case Gamestate.MainMenu: spriteBatch.Draw(Content.Load <Texture2D>("Menu"), new Rectangle(0, 0, graphics.GraphicsDevice.Viewport.Width, graphics.GraphicsDevice.Viewport.Height), Color.White); PlayButton.Draw(spriteBatch); //Options.Draw(spriteBatch); break; /*case Gamestate.Options: * spriteBatch.Draw(Content.Load<Texture2D>("Menu"), new Rectangle(0, 0, graphics.GraphicsDevice.Viewport.Width, graphics.GraphicsDevice.Viewport.Height), Color.White); * Full.Draw(spriteBatch); * Back.Draw(spriteBatch); * break;*/ case Gamestate.Playing: GraphicsDevice.Clear(Color.Black); spriteBatch.DrawString(Font, m_Lives1.GetLivesStr(), new Vector2(graphics.GraphicsDevice.Viewport.Width / 4, 50), Color.White); spriteBatch.DrawString(Font, m_Lives2.GetLivesStr(), new Vector2(3 * (graphics.GraphicsDevice.Viewport.Width / 4), 50), Color.White); spriteBatch.Draw(m_BarShape1, m_Bar1.GetPos(), Color.White); spriteBatch.Draw(m_BarShape2, m_Bar2.GetPos(), Color.White); spriteBatch.Draw(m_BallShape, m_Ball.GetPos(), Color.White); break; case Gamestate.GameOver: GraphicsDevice.Clear(Color.Black); if (m_Lives1.GetLivesInt() == 0) { string Text = ("The winner is: Player 2, with " + m_Lives2.GetLivesStr() + " lives left."); float StringLength = Font.MeasureString(Text).X; spriteBatch.DrawString(Font, Text, new Vector2(GraphicsDevice.Viewport.Width / 2 - (StringLength) / 2, GraphicsDevice.Viewport.Height / 2), Color.White); } else if (m_Lives2.GetLivesInt() == 0) { string Text = ("The winner is: Player 1, with " + m_Lives1.GetLivesStr() + " lives left."); float StringLength = Font.MeasureString(Text).X; spriteBatch.DrawString(Font, Text, new Vector2(GraphicsDevice.Viewport.Width / 2 - (StringLength) / 2, GraphicsDevice.Viewport.Height / 2), Color.White); } Back.Draw(spriteBatch); break; } spriteBatch.End(); base.Draw(gameTime); }