Asteroids.Game1.Draw C# (CSharp) Метод

Draw() защищенный Метод

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.
Результат void
        protected override void Draw(GameTime gameTime)
        {
            graphics.GraphicsDevice.Clear(Color.Black);

            gsm.GameStateChanger(currentGameState);

            switch (currentGameState)
            {
                case 1:
                    //Intro
                        spriteBatch.Begin();
                        background.Draw(spriteBatch);
                        intro.Draw(spriteBatch);
                        spriteBatch.End();
                    break;

                case 2:
                    spriteBatch.Begin();
                    background.Draw(spriteBatch);
                    mainMenu.Draw(gameTime, graphics.GraphicsDevice, spriteBatch);
                    spriteBatch.End();
                    currentGameState = mainMenu.GetCurrentGamestate();
                    break;

                case 3:
                    //The Game
                    spriteBatch.Begin();
                    background.Draw(spriteBatch);
                    foreach (Weapon wep in p.weapList)
                    {
                        wep.Draw(spriteBatch);
                    }
                    foreach (Asteroid a in asteroid)
                    {
                        a.Draw(spriteBatch, Content);
                    }
                    //alien.Draw(spriteBatch);
                    p.Draw(spriteBatch);
                    hud.Draw(spriteBatch, p.GetLife());

                    spriteBatch.End();
                    break;

                case 4:
                    //Game Over

                    break;

                case 5:
                    //Options
                    oMenu.Draw(spriteBatch);
                    break;

                case 6:
                    //Highscores
                    break;
                case 7:
                    //Keybindings

                    break;
                case 8:
                    //Loading Screen
                    if (loadingScreen != null)
                    {
                        spriteBatch.Begin();
                        background.Draw(spriteBatch);
                        loadingScreen.Draw(spriteBatch);
                        spriteBatch.End();
                    }
                    else
                    {
                        currentGameState = 1;
                    }
                    break;
                default:

                    break;
            }

            base.Draw(gameTime);
        }