/// <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 sSpriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend); gameState.Draw(gameTime); sSpriteBatch.End(); 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.LightPink); // TODO: Add your drawing code here sSpriteBatch.Begin(); gameState.Draw(gameTime); sSpriteBatch.End(); 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 sSpriteBatch.Begin(); scrolling1.Draw(sSpriteBatch); scrolling2.Draw(sSpriteBatch); scrolling3.Draw(sSpriteBatch); sanic.Draw(); gameState.Draw(gameTime); sSpriteBatch.End(); base.Draw(gameTime); }