/// <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) { // Draw FRB FlatRedBallServices.Draw(); base.Draw(gameTime); }
/// <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) { Form myForm = (Form)Form.FromHandle(this.Window.Handle); if (myForm.Focused) { FlatRedBallServices.Draw(); base.Draw(gameTime); } }
protected override void Draw(GameTime gameTime) { //GraphicsDevice.Clear(Color.CornflowerBlue); //spriteBatch.Begin(); //foreach (Sprite s in SpriteManager.OrderedSprites) //{ // spriteBatch.Draw(s.Texture, new Vector2(s.Position.X, s.Position.Y), Color.White); //} //spriteBatch.End(); FlatRedBallServices.Draw(); //Draws everything in the spritemanager base.Draw(gameTime); }
/// <summary> /// Draws entire buffer using shaders /// </summary> private void DrawWithShaders() { // draw game to render target FlatRedBallServices.Draw(); }
/// <summary> /// Draws the way FlatRedBall draws by default /// </summary> private void DrawWithFrbDefaults() { FlatRedBallServices.Draw(); }