drawablegamecomponent

XNA: Preventing a method from returning

I want a method in a DrawableGameComponent class to not return until a particular condition is met Say I have this class (snippet from a DrawableGameComponent class): public override void Update(GameTime gameTime) { if (moving && pixFromLastMove <= distanceToMove) { position += velocity; ...

XNA GameComponent Implementation Preferences...?

I've recently jumped into the XNA pool, and am learning all the ins and outs of the framework in C#. One thing I've noticed in my research is that there seems to be no widely accepted "proper" way to implement GameComponents. After reading this thread (among others), I've discovered a broad spectrum of preferences among game developers...

Can XNA DrawableGameComponents be drawn before SpriteBatch draw calls so that sprites are drawn on top of DrawableGameComponents?

I would like some 2D sprites to occlude some 3D DrawableGameComponents. For a simplified example, a pause menu (implemented as a 2D sprite) should be drawn on top of a paused space ship (implemented as 3D game component). The XNA framework automatically calls Draw methods of classes from Microsoft.Xna.Framework.Game and Microsoft.Xna.Fr...