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)
        {
            GraphicsDevice.Clear(Color.White);

            //Start Menu controls
            if (currentStartMenu._isEnabled)
            {
                //Prepare the Drawing components to send to the objects
                GameDrawClassComponents curDrawComponents = new GameDrawClassComponents();
                curDrawComponents = new GameDrawClassComponents(Content, staticTextureImages, staticFonts, this, spriteBatch, GraphicsDevice, screenWidth, screenHeight);

                currentStartMenu.drawStartMenu(curDrawComponents);
            }

            //Check if a game is running
            if (currentGalaxyGame._gameIsRunning)
            {
                //Prepare the Drawing components to send to the objects
                GameDrawClassComponents curDrawComponents = new GameDrawClassComponents();
                curDrawComponents = new GameDrawClassComponents(Content, staticTextureImages, staticFonts, this, spriteBatch, GraphicsDevice, screenWidth, screenHeight);

                currentGalaxyGame.displayGameScreen(curDrawComponents);
            }



            base.Draw(gameTime);
        }
Esempio n. 2
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)
        {
            GraphicsDevice.Clear(Color.White);

            //Start Menu controls
            if (currentStartMenu._isEnabled)
            {
                //Prepare the Drawing components to send to the objects
                GameDrawClassComponents curDrawComponents = new GameDrawClassComponents();
                curDrawComponents = new GameDrawClassComponents(Content, staticTextureImages, staticFonts, this, spriteBatch, GraphicsDevice, screenWidth, screenHeight);

                currentStartMenu.drawStartMenu(curDrawComponents);
            }

            //Check if a game is running
            if (currentGalaxyGame._gameIsRunning)
            {
                //Prepare the Drawing components to send to the objects
                GameDrawClassComponents curDrawComponents = new GameDrawClassComponents();
                curDrawComponents = new GameDrawClassComponents(Content, staticTextureImages, staticFonts, this, spriteBatch, GraphicsDevice, screenWidth, screenHeight);

                currentGalaxyGame.displayGameScreen(curDrawComponents);
            }

            base.Draw(gameTime);
        }