/// <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); GraphicsDevice.BlendState = BlendState.Opaque; GraphicsDevice.DepthStencilState = DepthStencilState.Default; GraphicsDevice.SamplerStates[0] = SamplerState.LinearWrap; base.Draw(gameTime); spriteBatch.Begin(); _uiengine.Draw(gameTime, spriteBatch); spriteBatch.End(); }
/// <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) { this.viewport.ScreenWidth = GraphicsDevice.Viewport.Width; this.viewport.ScreenHeight = GraphicsDevice.Viewport.Height; GraphicsDevice.Clear(Color.FromNonPremultiplied(208, 244, 247, 256) /*Color.White*/); spriteBatch.Begin(); //screen.Draw(spriteBatch, gameTime); _engine.Draw(gameTime, spriteBatch); spriteBatch.End(); base.Draw(gameTime); }
public override void Draw(GameTime time, SpriteBatch spriteBatch) { _ui.Draw(time, spriteBatch); }