protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.WhiteSmoke); SCREEN_MANAGER.Draw(CONTENT_MANAGER.spriteBatch, gameTime); 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 CONTENT_MANAGER.spriteBatch.Begin(SpriteSortMode.FrontToBack); { SCREEN_MANAGER.Draw(gameTime); } CONTENT_MANAGER.spriteBatch.End(); base.Draw(gameTime); }
protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); CONTENT_MANAGER.spriteBatch.Begin(SpriteSortMode.FrontToBack, transformMatrix: camera.TransformMatrix); { SCREEN_MANAGER.Draw(CONTENT_MANAGER.spriteBatch, gameTime); //DrawingHelper.Draw(CONTENT_MANAGER.spriteBatch); CONTENT_MANAGER.ShowFPS(gameTime); } CONTENT_MANAGER.spriteBatch.End(); base.Draw(gameTime); }