/// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> public void Draw(Renderer spriteBatch) { spriteBatch.Draw(Assets.Background, new Rectangle(0, 0, m_iScreenWidth, m_iScreenHeight), Color.White); if (m_CurrentScene != null) { m_CurrentScene.Draw(spriteBatch); } m_Tutorial.Draw(spriteBatch); }
/// <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.Black); spriteBatch.Begin(SpriteSortMode.Immediate, null, null, null, m_RasterizerState); spriteBatch.Draw(Assets.Background, new Rectangle(0, 0, m_iScreenWidth, m_iScreenHeight), Color.White); if (m_CurrentScene != null) { m_CurrentScene.Draw(spriteBatch); } m_Tutorial.Draw(spriteBatch); spriteBatch.End(); base.Draw(gameTime); }