/// <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(); switch (gameState) { case GameState.MAIN_MENU: MainMenu.Draw(gameTime, spriteBatch); break; case GameState.SCORES: Scores.Draw(gameTime, spriteBatch); break; case GameState.MANUAL_MODE: GameHandler.Draw(gameTime, spriteBatch, gameState); break; case GameState.ASTAR_MODE: GameHandler.Draw(gameTime, spriteBatch, gameState); break; case GameState.IDDFS_MODE: GameHandler.Draw(gameTime, spriteBatch, gameState); break; case GameState.CSP_MODE: GameHandler.Draw(gameTime, spriteBatch, gameState); break; case GameState.SA_MODE: GameHandler.Draw(gameTime, spriteBatch, gameState); break; } // Cursor spriteBatch.Draw(customCursor, new Vector2(Mouse.GetState().X, Mouse.GetState().Y), Color.White); spriteBatch.End(); base.Draw(gameTime); }