fliXNA_xbox.FlxState.draw C# (CSharp) Method

draw() public method

Override this only if you are familiar with SpriteBatches and Viewports. Otherwise leave it alone to avoid any issues with rendering.
public draw ( ) : void
return void
        public override void draw()
        {
            // first clear the screen with the background color of your choice
            FlxG.graphicsDevice.Clear(FlxG.bgColor);

            // then loop through all the cameras and viewports, and render them to the screen
            int i;
            int l = FlxG.cameras.Count;
            for (i = 0; i < l; i++) //(l>1)?1:
            {
                FlxG.graphicsDevice.Viewport = FlxG.viewports[i];     //viewport must be selected BEFORE spritebatch drawing
                FlxG.spriteBatch.Begin(SpriteSortMode.Immediate,
                                            BlendState.AlphaBlend,
                                            SamplerState.PointClamp,  //PointClamp makes sure that the tiles render properly without tearing
                                            null,
                                            null,
                                            null,
                                            FlxG.cameras[i].TransformMatrix);
                base.draw();
                FlxG.spriteBatch.End();
            }

            // switch to the whole screen in order to draw the HUD
            FlxG.graphicsDevice.Viewport = FlxG.defaultWholeScreenViewport;

            // draw the HUD
            FlxG.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend);
            hud.draw();
            FlxG.spriteBatch.End();
        }