Hey guys,
So far, no luck. I set the DrawOrder of my objects all the way up to 10000 during the testing.
I am creating the instances of my DrawableGameComponents from within the GameScreen LoadContent() method.
I have absolutely nothing in the Draw() method of GameplayScreen.
I was wondering if the problem is with the camera... I tried passing the camera (also a DrawableGameComponent from the ChaseCamera demo - and also set all the way to 10000 DrawOrder). So I tried passing the camera as a 'ref' because I couldn't figure out how to get it as a Service.
[EDIT]
The worst part is that I can't even really debug it. I'm setting up breakpoints and everything is getting called as expected, it's just not being drawn on the screen.
[/EDIT]
[EDIT]
I figured out how to register the camera as a Service thanks to this thread:
http://forums.xna.com/forums/p/29541/166550.aspx - unfortunately I still have the same result. A plain black screen.
I should reiterate that when run on it's own (without the gamestatemangement) this code works flawlessly.
[/EDIT]
I have posted my latest GameplayScreen code at pastebin:
http://pastebin.com/m1bb6f407
I don't think it should be necessary to post the Cycle or ChaseCamera code, as the ChaseCamera is pretty much stock from the example, and my object works just fine on it's own when created and added from the Game class (without the gamestate code).
Completely stuck here.
Thanks,
Tim