/// <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); spriteBatch.Begin(); if (gameState == GameStates.TitleScreen) { spriteBatch.Draw( titleScreen, new Rectangle(0, 0, 800, 600), Color.White); } if ((gameState == GameStates.Playing) || (gameState == GameStates.WaveComplete) || (gameState == GameStates.GameOver)) { TileMap.Draw(spriteBatch); WeaponManager.Draw(spriteBatch); Player.Draw(spriteBatch); EnemyManager.Draw(spriteBatch); EffectsManager.Draw(spriteBatch); GoalManager.Draw(spriteBatch); checkPlayerDeath(); spriteBatch.DrawString( pericles14, "Score: " + GameManager.Score.ToString(), new Vector2(30, 5), Color.White); spriteBatch.DrawString( pericles14, "Terminals Remaining: " + GoalManager.ActiveTerminals, new Vector2(520, 5), Color.White); } if (gameState == GameStates.WaveComplete) { spriteBatch.DrawString( pericles14, "Beginning Wave " + (GameManager.CurrentWave + 1).ToString(), new Vector2(300, 300), Color.White); } if (gameState == GameStates.GameOver) { spriteBatch.DrawString( pericles14, "G A M E O V E R!", new Vector2(300, 300), Color.White); } spriteBatch.End(); base.Draw(gameTime); }