MrGravity.MrGravityMain.Draw C# (CSharp) Method

Draw() protected method

This is called when the game should draw itself.
protected Draw ( GameTime gameTime ) : void
gameTime Microsoft.Xna.Framework.GameTime Provides a snapshot of timing values.
return void
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.Black);

            switch (_mCurrentState)
            {
                case GameStates.InGame:
                    _mCurrentLevel.Draw(_mSpriteBatch, gameTime, _mScale);
                    DrawHud();
                    break;
                case GameStates.MainMenu:
                    _mMainMenu.Draw(gameTime, _mSpriteBatch, _mScale);
                    _mMainMenuLevel.Draw(_mSpriteBatch, gameTime, _mScale);
                    break;
                case GameStates.Credits:
                    _mCredits.Draw(gameTime, _mSpriteBatch, _mScale);
                    _mCredits.DrawLevel(_mSpriteBatch, gameTime, _mScale);
                    break;
                case GameStates.Options:
                    _mOptions.Draw(gameTime, _mSpriteBatch, _mScale);
                    _mMainMenuLevel.Draw(_mSpriteBatch, gameTime, _mScale);
                    break;
                case GameStates.Controls:
                    _mController.Draw(gameTime, _mSpriteBatch, _mScale);
                    break;
                case GameStates.SoundOptions:
                    _mSoundOptions.Draw(gameTime, _mSpriteBatch, _mScale);
                    break;
                case GameStates.Score:
                    _mScoring.Draw(_mSpriteBatch, Graphics, _mCurrentLevel, _mScale);
                    break;
                case GameStates.LevelSelection:
                    _mWorldSelect.Draw(_mSpriteBatch, _mScale);
                    break;
                case GameStates.Pause:
                    _mCurrentLevel.Draw(_mSpriteBatch, gameTime, _mScale);
                    _mPause.Draw(_mSpriteBatch, Graphics, _mScale);
                    break;
                case GameStates.Victory:
                    //TODO - Change this to a victory animation
                    _mCurrentLevel.Draw(_mSpriteBatch, gameTime, _mScale);
                    DrawHud();
                    break;
                case GameStates.Death:
                    //TODO - Change this to a death animation
                    _mCurrentLevel.Draw(_mSpriteBatch, gameTime, _mScale);
                    DrawHud();
                    break;
                case GameStates.Title:
                    _mTitle.Draw(_mSpriteBatch, gameTime, _mScale);
                    break;
                case GameStates.AfterScore:
                    _mScoring.Draw(_mSpriteBatch, Graphics, _mCurrentLevel, _mScale);
                    _mAfterScore.Draw(_mSpriteBatch, Graphics, _mScale);
                    break;
                case GameStates.PreScore:
                    _mScoring.Draw(_mSpriteBatch, Graphics, _mCurrentLevel, _mScale);
                    _mPreScore.Draw(_mSpriteBatch, Graphics, _mScale, _mCurrentLevel);
                    break;
                case GameStates.ResetConfirm:
                    _mResetConfirm.Draw(_mSpriteBatch, Graphics, _mScale);
                    break;
                case GameStates.StartLevelSplash:
                    _mCurrentLevel.Draw(_mSpriteBatch, gameTime, _mScale);
                    _mStartLevelSplash.Draw(_mSpriteBatch, Graphics, _mCurrentLevel, _mScale);
                    break;
                case GameStates.PurchaseScreen:
                    _mPurchaseScreenSplash.Draw(_mSpriteBatch, gameTime, _mScale);
                    break;
                case GameStates.WorldPurchaseScreen:
                    _mWorldPurchaseScreenSplash.Draw(_mSpriteBatch, gameTime, _mScale);
                    break;
            }

            base.Draw(gameTime);
        }