public override void Render() { // Clear Window Application.Instance().MainWindow.Clear(); // Draw UI _boardUI.Draw(); _gameUI.Draw(); // Display Window Application.Instance().MainWindow.Display(); }
/// <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.Black); // TODO: Add your drawing code here GraphicsDevice.Clear(Color.Black); // TODO: Add your drawing code here spriteBatch.Begin(); //draw the start menu if (gameState == GameState.StartMenu && screenNumber == 0) { spriteBatch.Draw(backgroundImage, new Rectangle(0, 0, Window.ClientBounds.Width, Window.ClientBounds.Height), null, Color.White, 0, Vector2.Zero, SpriteEffects.None, 0); start.Draw(spriteBatch); } //draw the number of players and game mode selection screen else if (gameState == GameState.StartMenu && screenNumber == 1) { spriteBatch.Draw(backgroundImage, new Rectangle(0, 0, Window.ClientBounds.Width, Window.ClientBounds.Height), null, Color.White, 0, Vector2.Zero, SpriteEffects.None, 0); setup.Draw(spriteBatch); } else if (gameState == GameState.StartMenu && screenNumber == 2) { spriteBatch.Draw(backgroundImage, new Rectangle(0, 0, Window.ClientBounds.Width, Window.ClientBounds.Height), null, Color.White, 0, Vector2.Zero, SpriteEffects.None, 0); playerSetup.Update(gameTime); playerSetup.Draw(spriteBatch); } else if (gameState == GameState.Playing && screenNumber == 3) { gameUI.Draw(spriteBatch); scoreBoards.DrawBoards(spriteBatch); } else if (gameState == GameState.Paused) { } else if (gameState == GameState.HighScore) { if (!EndGameSetup) //I'm not fond of this code. - Mark { scoreManager.SortLogic(); highScoreScreen = new HighScores(scoreManager.getSprites(), BoardWidth, BoardHeight, 0, 0); highScoreScreen.Initialize(this); EndGameSetup = true; } else { spriteBatch.Draw(backgroundImage, new Rectangle(0, 0, Window.ClientBounds.Width, Window.ClientBounds.Height), null, Color.White, 0, Vector2.Zero, SpriteEffects.None, 0); highScoreScreen.Draw(spriteBatch); } } 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) { //GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here if (!logic.IsPaused) { gameUI.Draw(spriteBatch); //Update to reflect Tick. Not implemented correctly. } else if (logic.EndGame) { //Initialize new scoreboard UI. Gather scores from players and display them. //Scoreboard UI will either end the program or start a new game. } else // Pause { //Initialize new Pause screen UI. } base.Draw(gameTime); }