/// <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) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here spriteBatch.Begin(); if (gamestate == 0) { background2.drawme(ref spriteBatch); } else { background.drawme(ref spriteBatch); } spriteBatch.End(); // Draw stuff depending on the game state switch (gamestate) { case -1: // Game is on the main menu drawmenu(); break; case 0: // Game is being played drawgame(gameTime); break; case 1: // Options menu drawoptions(); break; case 2: // High Score table drawhighscore(); break; default: break; } 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) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here spriteBatch.Begin(); background.drawme(ref spriteBatch); spriteBatch.DrawString(mainfont, "Resolution " + displaywidth.ToString() + " " + displayheight.ToString(), new Vector2(20, 20), Color.Yellow); spriteBatch.End(); // Draw stuff depending on the game state switch (gamestate) { case -1: // Game is on the main menu drawmenu(); break; case 0: // Game is being played drawgame(); break; case 1: // Options menu drawoptions(); break; case 2: // High Score table drawhighscore(); break; default: break; } base.Draw(gameTime); }