/// <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); spriteBatch.Begin(); switch (state) { case State.Splash: GraphicsDevice.Clear(Color.White); splash.Draw(gameTime); break; case State.Intro: introScreen.Draw(gameTime); break; case State.MainMenu: mainMenu.Draw(gameTime); break; case State.Tutorial1: spriteBatch.Draw(tutorial1tex, Vector2.Zero, Color.White); break; case State.Tutorial2: spriteBatch.Draw(tutorial2tex, Vector2.Zero, Color.White); break; case State.Game: terrain.Draw(gameTime); temples[PlayerIndex.One].Draw(); temples[PlayerIndex.Two].Draw(); temples[PlayerIndex.Three].Draw(); temples[PlayerIndex.Four].Draw(); //tutorial.Draw(); mainMenu.Draw(gameTime); hut.Draw(gameTime); manager.Draw(gameTime); HUD.Draw(); players[PlayerIndex.One].Draw(gameTime); players[PlayerIndex.Two].Draw(gameTime); players[PlayerIndex.Three].Draw(gameTime); players[PlayerIndex.Four].Draw(gameTime); comboOne.Draw(gameTime); comboTwo.Draw(gameTime); comboThree.Draw(gameTime); comboFour.Draw(gameTime); splash.Draw(gameTime); winScreen.Draw(gameTime); break; //Window.Title = "FPS: " + Math.Round((1000 / gameTime.ElapsedGameTime.TotalMilliseconds)).ToString() + " peon count: " + manager.Peons.Count.ToString() + " FPS: " + Math.Round((1000 / gameTime.ElapsedGameTime.TotalMilliseconds)).ToString(); } spriteBatch.End(); }