/// <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.Navy); spriteBatch.Begin(); //Get current state and execute said states draw method switch (GameElements.currentState) { case GameElements.State.Run: GameElements.RunDraw(spriteBatch); break; case GameElements.State.Highscore: GameElements.HighScoreDraw(spriteBatch, Window); break; case GameElements.State.NewHighscore: GameElements.NewHighScoreDraw(spriteBatch); break; case GameElements.State.Quit: this.Exit(); break; default: //By default, draw menu (game start) GameElements.MenuDraw(spriteBatch); break; } spriteBatch.End(); base.Draw(gameTime); }
/// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.DarkBlue); GraphicsDevice.Clear(Color.DarkGreen); // TODO: Add your drawing code here spriteBatch.Begin(); switch (GameElements.currentState) { case GameElements.State.Run: GameElements.RunDraw(spriteBatch); break; case GameElements.State.Highscore: GameElements.HighScoreDraw(spriteBatch); break; case GameElements.State.Quit: this.Exit(); break; default: GameElements.MenuDraw(spriteBatch); break; } spriteBatch.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) { // TODO: Add your drawing code here spriteBatch.Begin(); switch (GameElements.currentState) { case GameElements.state.Run: GameElements.RunDraw(spriteBatch); break; case GameElements.state.EnterHighScore: GameElements.EnterDraw(spriteBatch, myFont); break; case GameElements.state.PrintHighScore: GameElements.PrintDraw(spriteBatch, myFont); break; case GameElements.state.Quit: this.Exit(); break; default: GameElements.MenuDraw(spriteBatch); break; } spriteBatch.End(); base.Draw(gameTime); }