public void Draw(SpriteBatch spriteBatch, GraphicsDeviceManager graphics, GameTime gameTime, FontLoader fontLoader) { if (gameTime.TotalGameTime.TotalMilliseconds <= LoadingTime + TimeBeforeUserCanContinue) { loading.Draw(graphics, spriteBatch); } else if (!(timePressed.TotalMilliseconds < DummyTimeSpan.TotalMilliseconds) && !isGoingToMenu) { spriteBatch.Begin(); //if (!didClick) { Game1.PlaySound("back"); didClick = true; } string output = "Press Any Key"; SpriteFont font = fontLoader.GetFont("OpenSans", false, 14); spriteBatch.DrawString(font, output, new Vector2(graphics.PreferredBackBufferWidth / 2, graphics.PreferredBackBufferHeight * 40 / 55), Color.White, 0, font.MeasureString(output) / 2, 1.2f * ((ResOffset.X + ResOffset.Y) / 2), SpriteEffects.None, 0); blackTex.SetData(new Color[] { new Color(0, 0, 0, PressAlpha) }); spriteBatch.Draw(blackTex, new Rectangle(0, 0, 1000000, 20000000), Color.Black); spriteBatch.Draw(Title, new Vector2(graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight * 9 / 10) / 2, null, Color.White, 0, new Vector2(650, 332) / 2, 1.3f * ((ResOffset.X + ResOffset.Y) / 2), SpriteEffects.None, 0); spriteBatch.End(); } if (isGoingToMenu) { spriteBatch.Begin(); if (logoAnimation.TotalMilliseconds >= timeBeforeMoving) { logoAnim.Update(gameTime.ElapsedGameTime); } spriteBatch.Draw(logo, logoAnim.GetV2(0), null, Color.White * MathHelper.Clamp((float)logoAnimation.TotalMilliseconds / logoFadeInTime, 0, 1), 0, logoOrigin, logoAnim.GetV2(1), SpriteEffects.None, 0); spriteBatch.End(); } graphics.GraphicsDevice.BlendState = BlendState.Opaque; graphics.GraphicsDevice.DepthStencilState = DepthStencilState.Default; }
protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Black); switch (CurrentGameState) { case GameState.EscMenu: case GameState.Menu: menu.Draw(spriteBatch, GraphicsDevice); break; case GameState.Playing: playing.Draw(spriteBatch, fontLoader, graphics, gameTime); break; case GameState.Loading: loading.Draw(graphics, spriteBatch); break; case GameState.TitleScreen: titleScreen.Draw(spriteBatch, graphics, gameTime, fontLoader); break; } base.Draw(gameTime); }