public void Draw(GameTime gameTime, SpriteBatch spriteBatch) { if (stage == 0) { titleScene.Draw(gameTime, spriteBatch); } else if (stage == 1) { howto.Draw(gameTime, spriteBatch); } else if (stage == 2) { levelSelect.Draw(gameTime, 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) { GraphicsDevice.Clear(Color.Black); if (_currentState != GameState.Playing) { _spriteBatch.Begin(); } switch (_currentState) { case GameState.IntroScreen: _introScreen.Draw(gameTime, _spriteBatch); break; case GameState.MainMenu: _mainMenu.Draw(gameTime, _spriteBatch); break; case GameState.Playing: if (_overworld != null) { _overworld.Draw(GraphicsDevice, gameTime, _spriteBatch, Window.ClientBounds); } break; case GameState.LoadGame: _loadscreen.Draw(gameTime, _spriteBatch); break; case GameState.Options: _options.Draw(gameTime, _spriteBatch); break; case GameState.Credits: _credits.Draw(gameTime, _spriteBatch); break; case GameState.LoadingGame: case GameState.NewGame: _loadingScreen.Draw(gameTime, _spriteBatch); break; case GameState.HowToPlay: _howToPlay.Draw(gameTime, _spriteBatch); break; case GameState.GameOver: _gameOver.Draw(gameTime, _spriteBatch); break; case GameState.Saving: _savescreen.Draw(gameTime, _spriteBatch); break; } if (_currentState != GameState.Playing) { _spriteBatch.End(); } base.Draw(gameTime); }