Esempio n. 1
0
        /// <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 wait a little while to show game end
            GraphicsDevice.Clear(DrawingConstants.BACKGROUND_COLOR);
            _spriteBatch.Begin();

            switch (CurrentMenu)
            {
            case MenuState.Start:
                _startMenu.Draw(_spriteBatch, _imageDict);
                break;

            case MenuState.PlayAgain:
                DrawBoard();
                _playAgainMenu.Draw(_spriteBatch, _imageDict, _winner);
                break;

            case MenuState.PlayAgainDrawn:
                DrawBoard();
                _playAgainMenu.Draw(_spriteBatch, _imageDict, DiscColor.None, true);
                break;

            case MenuState.None:
                DrawBoard();
                break;
            }

            _spriteBatch.End();
            base.Draw(gameTime);
        }
Esempio n. 2
0
        public void Draw(SpriteBatch spriteBatch)
        {
            switch (mMenuState)
            {
            case MainMenuState.Main:
                mStart.Draw(spriteBatch, font, Color.White);
                break;

            case MainMenuState.Host:
                mHost.Draw(spriteBatch, font, Color.White);
                break;

            case MainMenuState.Connect:
                mConnect.Draw(spriteBatch, font, Color.White);
                break;

            case MainMenuState.Waiting:
                mWait.Draw(spriteBatch, font, Color.White);
                break;

            case MainMenuState.Options:
                break;

            default:
                break;
            }
        }