/// <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) { var deltaTime = (float)gameTime.ElapsedGameTime.TotalSeconds; frameCounter.Update(deltaTime); graphics.GraphicsDevice.Clear(Color.White); spriteBatch.Begin(/** this.camera ,*/ SpriteSortMode.FrontToBack, BlendState.AlphaBlend); /** draw! **/ ContentManager.Draw(gameTime); spriteBatch.End(); base.Draw(gameTime); }
protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } _ParticleEngine.Update(gameTime); var deltaTime = (float)gameTime.ElapsedGameTime.TotalSeconds; _FrameCounter.Update(deltaTime); var fps = $"FPS: {_FrameCounter.AverageFramesPerSecond}, Particles: {_ParticleEngine.TotalNumberOfParticles}"; this.Window.Title = fps; base.Update(gameTime); }