private void OnPaint(object sender, PaintEventArgs e) { // Draw all the shapes foreach (Shape shape in shapes) { GraphicsHandler drawhandler = new GraphicsHandler(e); drawhandler.Draw(shapes); } }
/// <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) { // is there a reason to clear? GraphicsDevice.Clear(Color.Black); spriteBatch.Begin(); _graphicsHandler.Draw(spriteBatch, _logicHandler, _resourceManager); 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.Red); // we want FrontToBack, this means that higher layer numbers are drawn behind spriteBatch.Begin(SpriteSortMode.FrontToBack, BlendState.AlphaBlend); //spriteBatch.Begin(); _graphicsHandler.Draw(spriteBatch, _logicHandler, _resourceManager, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height); spriteBatch.End(); base.Draw(gameTime); }