public void Draw(GameTime gameTime, SpriteBatch spriteBatch) { if (currentGameState != null) { currentGameState.Draw(gameTime, spriteBatch); } }
public void Draw(GameTime gameTime, SpriteBatch spriteBatch) { playingState.Draw(gameTime, spriteBatch); spriteBatch.End(); spriteBatch.Begin(SpriteSortMode.Deferred, null, null, null, null, null, GameWorld.ScaleMatrix); hud.Draw(gameTime, spriteBatch); }
public override void Draw(GameTime gameTime, SpriteBatch spriteBatch) { base.Draw(gameTime, spriteBatch); titleMenuState.Draw(gameTime, spriteBatch); settings.Draw(gameTime, spriteBatch); }
public void Draw(GameTime gameTime, SpriteBatch spriteBatch, Matrix transform) { if (currentGameState != null) { currentGameState.Draw(gameTime, spriteBatch, transform); } }
public void Draw(GameTime gameTime, SpriteBatch spriteBatch) { // we draw the playingstate but we do not update it because we want the pause state to be an overlay. playingState.Draw(gameTime, spriteBatch); //draw the overlay spriteBatch.Draw(overlay, Vector2.Zero, Color.White); // draw the buttons continueButton.Draw(gameTime, spriteBatch); quitButton.Draw(gameTime, spriteBatch); }
public override void Draw(GameTime gameTime, SpriteBatch spriteBatch) { playingState.Draw(gameTime, spriteBatch); base.Draw(gameTime, spriteBatch); }
public override void Draw(GameTime gameTime, SpriteBatch spriteBatch) { hud.Draw(gameTime, spriteBatch); base.Draw(gameTime, spriteBatch); }
public void Draw(GameTime gameTime, SpriteBatch spriteBatch) { playingState.Draw(gameTime, spriteBatch); spriteBatch.Draw(overlay, Vector2.Zero, Color.White); spriteBatch.Draw(plaque, Vector2.Zero, Color.White); }
public void Draw(GameTime gameTime, SpriteBatch spriteBatch) { drawOverState.Draw(gameTime, spriteBatch); CurrentConversation.Draw(gameTime, spriteBatch); }