public override void Draw(SpriteBatch spriteBatch) { base.Draw(spriteBatch); if (confirm == true) { quitScreen.Draw(spriteBatch); } }
/// <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 this.GraphicsDevice.Clear(Color.Black); switch (appState) { case ApplicationState.Splash: splashScreen.Draw(spriteBatch); break; case ApplicationState.Home: homeScreen.Draw(spriteBatch); break; case ApplicationState.Quit: homeScreen.Draw(spriteBatch); quitScreen.Draw(spriteBatch); break; case ApplicationState.Options: optionsScreen.Draw(spriteBatch); break; case ApplicationState.Trial: trialScreen.Draw(spriteBatch); break; case ApplicationState.GameOver: gameOverScreen.Draw(spriteBatch); break; case ApplicationState.GameComplete: break; case ApplicationState.InitaliseApp: break; case ApplicationState.InitaliseGame: break; //ApplicationState.Playing || ApplicationState.Paused || ApplicationState.LevelComplete default: gameState.Draw(gameTime, appState, spriteBatch); break; } base.Draw(gameTime); }