public void Draw(SpriteBatch spritebatch) { switch (gametype) { case GameType.Menu_Base_Type: menubase.Draw(spritebatch); break; case GameType.Menu_Play_Type: menuplay.Draw(spritebatch); break; case GameType.Menu_Play_Solo_Type: menuSolo.Draw(spritebatch); break; case GameType.Menu_Play_Solo_World1_Type: menusolo1.Draw(spritebatch); break; case GameType.Menu_Play_Solo_World2_Type: menusolo2.Draw(spritebatch); break; case GameType.Menu_Play_Multi_Type: // menuMulti.Draw(spritebatch); decors.Draw(spritebatch); decors1.Draw(spritebatch); decors2.Draw(spritebatch); obstacles.Draw(spritebatch); casper.Draw(spritebatch, Color.White); player2.Draw(spritebatch, Color.CornflowerBlue); break; case GameType.Menu_Option_Type: menuoptions.Draw(spritebatch); break; case GameType.Menu_Play_Solo_world1_lvl1: decors.Draw(spritebatch); decors1.Draw(spritebatch); decors2.Draw(spritebatch); obstacles.Draw(spritebatch); casper.Draw(spritebatch, Color.White); break; case GameType.Menu_Play_Solo_world2_lvl1: world2.Draw(spritebatch); world2vert1.Draw(spritebatch); world2vert2.Draw(spritebatch); casper2.Draw(spritebatch, Color.White); break; case GameType.Menu_Pause: switch (previousgametype) { case GameType.Menu_Play_Solo_world1_lvl1: decors.Draw(spritebatch); decors1.Draw(spritebatch); decors2.Draw(spritebatch); obstacles.Draw(spritebatch); break; case GameType.Menu_Play_Solo_world1_lvl2: //decors lvl2 break; case GameType.Menu_Play_Solo_world1_lvl3: //decors lvl 3 break; case GameType.Menu_Play_Solo_world2_lvl1: world2.Draw(spritebatch); world2vert1.Draw(spritebatch); world2vert2.Draw(spritebatch); casper2.Draw(spritebatch, Color.White); break; case GameType.Menu_Play_Multi_Type: decors.Draw(spritebatch); decors1.Draw(spritebatch); decors2.Draw(spritebatch); obstacles.Draw(spritebatch); casper.Draw(spritebatch, Color.White); player2.Draw(spritebatch, Color.CornflowerBlue); break; default: break; } //casper.Draw(spritebatch, Color.White); //player2.Draw(spritebatch, Color.CornflowerBlue); menupause.Draw(spritebatch); break; case GameType.Menu_Pause_Option: switch (previousgametype) { case GameType.Menu_Play_Solo_world1_lvl1: decors.Draw(spritebatch); decors1.Draw(spritebatch); decors2.Draw(spritebatch); obstacles.Draw(spritebatch); break; case GameType.Menu_Play_Solo_world1_lvl2: //decors lvl2 break; case GameType.Menu_Play_Solo_world1_lvl3: //decors lvl 3 break; case GameType.Menu_Play_Solo_world2_lvl1: world2.Draw(spritebatch); world2vert1.Draw(spritebatch); world2vert2.Draw(spritebatch); break; case GameType.Menu_Play_Multi_Type: decors.Draw(spritebatch); decors1.Draw(spritebatch); decors2.Draw(spritebatch); obstacles.Draw(spritebatch); casper.Draw(spritebatch, Color.White); player2.Draw(spritebatch, Color.CornflowerBlue); break; default: break; } //casper.Draw(spritebatch, Color.White); //player2.Draw(spritebatch, Color.CornflowerBlue); menupauseoption.Draw(spritebatch); break; default: menubase.Draw(spritebatch); break; } }