/// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, null, null, null, camera.Transform); if (gamestate == Gamestate.ingame) { map.Draw(spriteBatch); foreach (Creature creature in creatures.creatures) { creature.Draw(spriteBatch); } player.Draw(spriteBatch); } if (gamestate == Gamestate.battle) { normalBattle.Draw(spriteBatch); battleOpponent.DrawInBattle(spriteBatch, new Rectangle(1085, 155, 200, 200)); player.DrawInBattle(spriteBatch, new Rectangle(235, 460, 200, 200)); } spriteBatch.End(); spriteBatch.Begin(); // No camera transform in this spriteBatch. if (gamestate == Gamestate.ingame && debugMode == true) { spriteBatch.DrawString(developerFont, player.position.ToString() + " " + errorMessage, new Vector2(0, 0), Color.Black); // errorMessage = String.Empty if no error has occured. } else if (gamestate == Gamestate.battle && debugMode == true) { spriteBatch.DrawString(developerFont, errorMessage, new Vector2(0, 0), Color.Black); // errorMessage = String.Empty if no error has occured. } if (gamestate == Gamestate.settings) { settingsMenu.Draw(spriteBatch); } spriteBatch.End(); if (gamestate == Gamestate.meny) { spriteBatch.Begin(); meny.Draw(spriteBatch); spriteBatch.End(); } // TODO: Add your drawing code here base.Draw(gameTime); }
/// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { if (menuLogic.getActiveComponent() == 1) { menu.Draw(gameTime); } else if (menuLogic.getActiveComponent() == 2) { game.Draw(gameTime); } else if (menuLogic.getActiveComponent() == 3) { settings.Draw(gameTime); } base.Draw(gameTime); }
/// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { Game1.self.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend); if (popupToDraw != null) { Darker.CurrentTechnique.Passes[0].Apply(); popupToDraw.Draw(spriteBatch); } Game1.self.spriteBatch.Draw(Game1.self.Wallpaper, new Vector2(0, 0), Color.White); switch (state) { case State.MainMenu: mainMenu.Draw(gameTime); break; case State.OptionsMenu: settingsMenu.Draw(gameTime); break; case State.LoginMenu: loginMenu.Draw(gameTime); break; case State.RegisterMenu: registerMenu.Draw(gameTime); break; case State.DeckMenu: deckMenu.Draw(gameTime); break; case State.GameWindow: gameWindow.Draw(gameTime); break; case State.ShopMenu: shopMenu.Draw(gameTime); break; case State.FleetMenu: fleetMenu.Draw(gameTime); break; case State.CardsMenu: cardsMenu.Draw(gameTime); break; } if (tooltipToDraw != null) { tooltipToDraw.Draw(spriteBatch); } base.Draw(gameTime); Game1.self.spriteBatch.End(); if (popupToDraw != null) { Game1.self.spriteBatch.Begin(); popupToDraw.Draw(spriteBatch); Game1.self.spriteBatch.End(); } }