public override void Draw(GameTime gameTime) { lhg.MySpriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend); background.Draw(gameTime); lhg.MySpriteBatch.End(); stage.MyView = this.view; stage.Draw(gameTime); // Draw the hexagonal combat board. The board will all the players and obstacles that are on the board combatBoard.Draw(gameTime); if (this.combatMenu.Visible) { lhg.MySpriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend); combatMenu.Draw(gameTime); lhg.MySpriteBatch.End(); } lhg.MySpriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend); combatHUD.Draw(gameTime); lhg.MySpriteBatch.End(); base.Draw(gameTime); }
public override void Draw(GameTime gameTime) { spriteBatch.Begin(); background.Draw(gameTime); foreach (NumberBox numberBox in numberBoxes) { numberBox.Draw(gameTime); } buttonMenu.Draw(gameTime); spriteBatch.End(); base.Draw(gameTime); }
public override void Draw(GameTime gameTime) { lhg.GraphicsDevice.Clear(Color.Black); lhg.MySpriteBatch.Begin(); background.Draw(gameTime); playerHUD.Draw(gameTime); lhg.MySpriteBatch.End(); //the SpriteBatch added below to draw the current technique name //is changing some needed render states, so they are reset here. lhg.GraphicsDevice.DepthStencilState = DepthStencilState.Default; //draw the reference grid so it's easier to get our bearings grid.Draw(); base.Draw(gameTime); }