/// <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 wait a little while to show game end GraphicsDevice.Clear(DrawingConstants.BACKGROUND_COLOR); _spriteBatch.Begin(); switch (CurrentMenu) { case MenuState.Start: _startMenu.Draw(_spriteBatch, _imageDict); break; case MenuState.PlayAgain: DrawBoard(); _playAgainMenu.Draw(_spriteBatch, _imageDict, _winner); break; case MenuState.PlayAgainDrawn: DrawBoard(); _playAgainMenu.Draw(_spriteBatch, _imageDict, DiscColor.None, true); break; case MenuState.None: DrawBoard(); break; } _spriteBatch.End(); base.Draw(gameTime); }
public void Draw(SpriteBatch spriteBatch) { switch (mMenuState) { case MainMenuState.Main: mStart.Draw(spriteBatch, font, Color.White); break; case MainMenuState.Host: mHost.Draw(spriteBatch, font, Color.White); break; case MainMenuState.Connect: mConnect.Draw(spriteBatch, font, Color.White); break; case MainMenuState.Waiting: mWait.Draw(spriteBatch, font, Color.White); break; case MainMenuState.Options: break; default: break; } }