示例#1
0
        /// <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(SpriteSortMode.FrontToBack, BlendState.AlphaBlend, null, null, null, null, null);
             * hud.Draw(spriteBatch,graphics.PreferredBackBufferWidth,graphics.PreferredBackBufferHeight);
             *
             * // TODO: Add your drawing code here
             * spriteBatch.End();
             * base.Draw(gameTime);*/


            GraphicsDevice.Clear(Color.WhiteSmoke);
            spriteBatch.Begin(SpriteSortMode.FrontToBack, BlendState.AlphaBlend, null, null, null, null, camera.transformation(GraphicsDevice));

            //spriteBatch.Begin(SpriteSortMode.FrontToBack, BlendState.AlphaBlend, null, null, null, null, camera.transformation(GraphicsDevice));

            // TODO: Add your drawing code here

            gameManager.Draw(spriteBatch);

            spriteBatch.End();

            spriteBatch.Begin();

            /*for (int i = 0; i < buttons.Count; i++)
             * {
             *  buttons[i].Draw(spriteBatch, 1);
             * }
             * stick.Draw(spriteBatch, 1);*/
            if (GameData.menuState == MenuState.MissionMenu)
            {
                missionScreen.Draw(spriteBatch, 0.99f);
            }
            else if (GameData.inGameState != InGameState.Paused)
            {
                hud.Draw(spriteBatch, graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight);
                UI.Draw(spriteBatch, 1);
            }
            else
            {
                //UI.Draw(spriteBatch, 0.9f);
                UpgradeSystem.Draw(spriteBatch);
            }



            /*if (gameManager.GetPlayer.playerCanLand)
             * {
             *  landButton.Draw(spriteBatch, 1);
             * }*/
            spriteBatch.End();

            base.Draw(gameTime);
        }