/// <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) { // Set the viewport to the entire screen GraphicsDevice.Viewport = gameViewport; GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here float elapsedGameTime = (float)gameTime.ElapsedGameTime.TotalSeconds; // Render the game world GraphicsDevice.Viewport = worldViewport; LevelManager.Draw(elapsedGameTime); spriteBatch.Begin(); // tilemap.Draw(elapsedGameTime, spriteBatch); //GameObjectManager.Draw(elapsedGameTime, spriteBatch); spriteBatch.End(); // Render the gui GraphicsDevice.Viewport = guiViewport; base.Draw(gameTime); }
/// <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) { // Set the viewport to the entire screen GraphicsDevice.Viewport = gameViewport; GraphicsDevice.Clear(Color.Black); float elapsedGameTime = (float)gameTime.ElapsedGameTime.TotalSeconds; // Render according to current game state switch (GameState) { case GameState.Splash: // TODO: Render splash screen break; case GameState.Gameplay: // Render the game world GraphicsDevice.Viewport = worldViewport; LevelManager.Draw(elapsedGameTime); // Render the gui GraphicsDevice.Viewport = guiViewport; // TODO: Render gui break; case GameState.Scoring: // TODO: Render the end-of-level scoring screen break; case GameState.Credits: // TODO: Render the credits screen break; } base.Draw(gameTime); }