protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Black); currentScreen.Draw(gameTime, spriteBatch); CursorManager.Draw(spriteBatch); base.Draw(gameTime); }
protected override void Draw(GameTime gameTime) { spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointWrap, DepthStencilState.None, RasterizerState.CullCounterClockwise, null, transformMatrix: currentCamera.GetViewMatrix()); GraphicsDevice.Clear(Color.Black); switch (gameState) { case GameState.World: worldStateManager.Draw(spriteBatch); break; case GameState.Inventory: inventoryStateManager.Draw(spriteBatch); break; case GameState.InGameMenu: inGameMenuStateManager.Draw(spriteBatch); break; } cursorManager.Draw(spriteBatch); spriteBatch.End(); base.Draw(gameTime); }