Esempio n. 1
0
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);
            _spriteBatch.Begin(SpriteSortMode.Deferred, null, null, null, null, null, _camera.GetPosition());
            _background.Draw(_spriteBatch);

            switch (_currentGameState)
            {
            case GameState.STARTSCREEN:
                _menuManager.Draw(_spriteBatch);
                break;

            case GameState.MAINMENU:
                _menuManager.Draw(_spriteBatch);
                break;

            case GameState.OPTIONSMENU:
                _menuManager.Draw(_spriteBatch);
                break;

            case GameState.HIGHSCORE:
                _menuManager.Draw(_spriteBatch);
                break;

            case GameState.LOADMENU:

                break;

            case GameState.MAPEDIT:
                _mapEditor.Draw(_spriteBatch);
                break;

            case GameState.CREDIT:
                _menuManager.Draw(_spriteBatch);
                break;

            case GameState.PLAYING:
                _gameManager.Draw(_spriteBatch);
                break;

            case GameState.PAUSE:
                _gameManager.Draw(_spriteBatch);
                _menuManager.Draw(_spriteBatch);
                break;

            case GameState.ENDSCREEN:
                _menuManager.Draw(_spriteBatch);
                break;

            case GameState.QUIT:
                Exit();
                break;
            }
            _spriteBatch.End();
            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)
        {
            spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, null, null, null, camera.Transform);

            if (GameStateMachine.Instance.DrawBackground)
            {
                background.Draw(spriteBatch, gameTime);
            }

            GameStateMachine.Instance.Draw(gameTime, spriteBatch);

            base.Draw(gameTime);
        }