title: Timer drawing on top of itself, Not clearing
body: <p>Interesting problem! Basically I have a timer for my UI that counts down from 99. Everything works fine save for the fact its drawing the new time on top of the old time. (The previous time is not clearing) There is a clear happening within the GameplayScreens draw call though... its just weird.</p>
  
  <p>Here are my related functions:</p>
  
  <p><strong>GameplayScreen.cs</strong> (or our usual Game1)</p>
  
  <pre><code>public override void Update(GameTime gameTime)
  {
      m_GameUI.Update(gameTime);
      m_GameCam.lookAt(m_Hero.Position);//feeds the camera's lookAt function the players vector2 position
      m_GameUI.lookAt(m_GameCam.Position); //Look at the camera's position :D
  }
  
  public override void Draw(GameTime gameTime)
  {
  
      ScreenManager.GraphicsDevice.Clear(ClearOptions.Target,
                                         Color.CornflowerBlue, 0, 0);
  
      SpriteBatch spriteBatch = ScreenManager.SpriteBatch;
  
      m_BackgroundManager.Draw(spriteBatch, m_GameCam);      
      //Begin the Spritebatch Drawing
      spriteBatch.Begin(SpriteSortMode.Immediate, null,
          null,
          null,
          null,
          null, m_GameCam.ViewMatrix);
  
      //Call EntityManager.DrawAllEntities()
      EntityManager.Instance.DrawAllEntities(gameTime, spriteBatch);
  
      //End the spritebatch drawing
      spriteBatch.End();
  
      spriteBatch.Begin();
      m_GameUI.Draw(gameTime, spriteBatch);
      m_PlayerUI.Draw(gameTime, spriteBatch);
      spriteBatch.End();
   }
  </code></pre>
  
  <p><strong>GameUI.cs</strong></p>
  
  <pre><code>SpriteFont m_Font;
  double m_Timer;
  
  public virtual void Update(GameTime gameTime)
  {
  
      m_Timer -= gameTime.ElapsedGameTime.TotalSeconds;
  
  }
  
  public virtual void Draw(GameTime gameTime, SpriteBatch spriteBatch)
  {
  
      spriteBatch.Draw(UITexture, Position, Color.White);
      spriteBatch.DrawString(m_Font, "" + (int)m_Timer + "", new Vector2(380, 45), Color.White);
  }
  </code></pre>