Beispiel #1
0
        public void DrawL1(GameTime gameTime)
        {
            // now the user can actually play the game - this is level 1
            spriteBatch.Begin();
            background.Draw(spriteBatch);
            playerSprite.Draw(spriteBatch);
            yarnBalls.Draw(spriteBatch);

            // draw the bounding box if the user needs it
            if (showBB)
            {
                playerSprite.drawBB(spriteBatch, Color.Red);
            }

            spriteBatch.End();
        }
Beispiel #2
0
        public override void Draw(GameTime gameTime)
        {
            graphicsDevice.Clear(Resources.ColorBg);

            spriteBatch.Begin(SpriteSortMode.Deferred);

            buttonMinus.Draw(spriteBatch);
            buttonPlus.Draw(spriteBatch);
            buttonMed.Draw(spriteBatch);

            buttonLow.Draw(spriteBatch);
            buttonMedium.Draw(spriteBatch);
            buttonHigh.Draw(spriteBatch);

            spriteBatch.DrawString(Resources.FontMainTitle, title, new Vector2(xAlign, 15), Color.White, 0, Vector2.Zero, 1f, SpriteEffects.None, 0);
            spriteBatch.DrawString(Resources.FontMain, subtitle, new Vector2(xAlign, 25 + Resources.FontMain.MeasureString(title).Y),
                                   Color.White, 0, Vector2.Zero, 0.65f, SpriteEffects.None, 0);

            spriteBatch.DrawString(Resources.FontMain, "Volume: " + (int)(Resources.volume * 100), new Vector2(xAlign, 185),
                                   Color.White, 0, Vector2.Zero, 0.65f, SpriteEffects.None, 0);

            spriteBatch.DrawString(Resources.FontMain, "Graphics: " + graphics, new Vector2(xAlign, 345),
                                   Color.White, 0, Vector2.Zero, 0.65f, SpriteEffects.None, 0);

            HelperUtils.DrawStringCentered(spriteBatch, new Vector2(Game1.screenSize.X / 2, Game1.screenSize.Y - 50), Resources.FontMain, 0.65f, instructions, Color.White);

            sTriangle.Draw(spriteBatch);

            // Draw the cursor
            Vector2 cursorOffset = new Vector2(Resources.Pointer.Width, Resources.Pointer.Height);

            spriteBatch.Draw(Resources.Pointer, PlayerInput.mousePosition - (cursorOffset / 2), Color.White);

            spriteBatch.End();
        }
Beispiel #3
0
        /// <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.DeepSkyBlue);



            // TODO: Add your drawing code here
            spriteBatch.Begin();

            scrollBack.Draw(spriteBatch);
            scrollFore.Draw(spriteBatch);
            particleList.Draw(spriteBatch);
            spritePlayer.Draw(spriteBatch);
            enemyList.Draw(spriteBatch);
            playerBulletList.Draw(spriteBatch);
            textScore.Draw(spriteBatch);

            //enter to start text
            if (!startGame)
            {
                textStartGame.Draw(spriteBatch);
            }

            //display bounding boxes
            if (showbb)
            {
                spritePlayer.drawBB(spriteBatch, Color.Red);
                LineBatch.drawLineRectangle(spriteBatch, playArea, Color.Purple);
                enemyList.drawInfo(spriteBatch, Color.Red, Color.Blue);
                playerBulletList.drawInfo(spriteBatch, Color.Red, Color.Blue);
            }

            spriteBatch.End();
            base.Draw(gameTime);
        }
Beispiel #4
0
        /// <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);

            // TODO: Add your drawing code here
            spriteBatch.Begin();


            back1.Draw(spriteBatch);  //***
            grass1.Draw(spriteBatch);
            paddle.Draw(spriteBatch); //***
            enemyList.Draw(spriteBatch);
            ballList.Draw(spriteBatch);
            booms.Draw(spriteBatch);
            spriteBatch.DrawString(font, "Enemies Slain: " + score, new Vector2(rhs - 140, top + 10), Color.Black);

            if (showbb)
            {
                paddle.drawBB(spriteBatch, Color.Black);
                paddle.drawHS(spriteBatch, Color.Green);


                enemyList.drawInfo(spriteBatch, Color.Red, Color.Yellow);
                LineBatch.drawLineRectangle(spriteBatch, playArea, Color.Blue);
                ballList.drawInfo(spriteBatch, Color.Gray, Color.Green);
            }



            spriteBatch.End();


            base.Draw(gameTime);
        }
Beispiel #5
0
 public void DrawSS0(GameTime gameTime)
 {
     // This draws the splash screen for the computer game
     spriteBatch.Begin();
     kittyCat.Draw(spriteBatch);
     spriteBatch.DrawString(llFont, "Cat Adventures", titleVec, Color.OrangeRed);
     spriteBatch.DrawString(mmFont, "It's a hard life being a cat...", sloganVec, Color.OrangeRed);
     spriteBatch.DrawString(mmFont, "Press S to continue...", instructVec, Color.OrangeRed);
     spriteBatch.End();
 }
        public override void Draw(GameTime gameTime)
        {
            graphicsDevice.Clear(Color.Aqua);
            spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied);

            Dir.background.Draw(spriteBatch);
            title.Draw(spriteBatch);
            pressStart.Draw(spriteBatch);
            startSub.Draw(spriteBatch);
            spriteBatch.End();
        }
Beispiel #7
0
        public override void Draw(GameTime gameTime)
        {
            graphicsDevice.Clear(Color.BlanchedAlmond);
            spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied);
            scrolling1.Draw(spriteBatch);
            scrolling2.Draw(spriteBatch);


            back1.Draw(spriteBatch);  //***
            paddle.Draw(spriteBatch); //***
            ball.draw(spriteBatch);
            if (p != null)
            {
                p.Draw(spriteBatch);
            }
            if (showbb)
            {
                paddle.drawBB(spriteBatch, Color.Black);
                paddle.drawHS(spriteBatch, Color.Green);
                dragonList.drawInfo(spriteBatch, Color.Red, Color.Blue);
                LineBatch.drawLineRectangle(spriteBatch, playArea, Color.Blue);
                ball.drawInfo(spriteBatch, Color.Gray, Color.Green);
            }
            if (ball.getPosY() > bot)
            {
                //ball.setPosY(60);
                spriteBatch.DrawString(font1, "Game Over!", new Vector2(100, 100), Color.Green);
                //dragonList.drawActive(spriteBatch);
            }

            //foreach (Sprite3 p in Spritewall)
            //    p.Draw(spriteBatch);
            if (wl != null)
            {
                wl.Draw(spriteBatch, Color.Teal, Color.Red);
            }
            LineBatch.drawLineRectangle(spriteBatch, rectangle, Color.Gray);

            //draw animation
            //string output1 = "Socre:  ";
            Vector2 FontOrigin1 = font1.MeasureString("a") / 2;

            spriteBatch.DrawString(font1, "Score " + scoure.ToString(), new Vector2(100, 100), Color.Green);
            //anmiation1.Draw(spriteBatch);
            // dragon.Draw(spriteBatch);
            //if(dragonList != null)
            dragonList.drawActive(spriteBatch);
            spriteBatch.End();
        }
Beispiel #8
0
        public void DrawL2(GameTime gameTime)
        {
            spriteBatch.Begin();
            background.Draw(spriteBatch);
            crazyDog.Draw(spriteBatch);
            playerSprite.Draw(spriteBatch);


            // draw the bounding box if the user needs it
            if (showBB)
            {
                playerSprite.drawBB(spriteBatch, Color.Red);
                crazyDog.drawBB(spriteBatch, Color.Red);
            }


            spriteBatch.End();
        }
Beispiel #9
0
        public override void Draw(SpriteBatch sb)
        {
            //int mgStates = 0; // game state
            // 0=waiting startup
            // 1=playing
            // 2=waiting for respawn
            // 3=Ending count You Win
            // 4=Ending count You Looser
            // 5=Game over You Winner
            // 6=Game over You Looser

            sb.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied);
            drawBack(sb);
            if (mgState == 0 || mgState == 1 || mgState == 3)
            {
                shooter.Draw(sb);
            }
            drawBullets(sb);
            targets.Draw(sb);
            if (showbb)
            {
                targets.drawInfo(sb, Color.Beige, Color.Gray);
                shooter.drawInfo(sb, Color.Beige, Color.Gray);
            }
            explosions.Draw(sb);
            eyeCandy.Draw(sb);
            drawMask(sb);

            // draw lives
            for (int i = 0; i < lives; i++)
            {
                //lives
                Rectangle r = new Rectangle((int)(outerRectangle.X + 2 + i * (actualShooterSize.X + 4)), (int)(innerRectangle.Y + innerRectangle.Height + 2), (int)actualShooterSize.X - 2, (int)actualShooterSize.Y - 2);
                sb.Draw(shooterTex, r, Color.White);
            }

            // draw score
            sb.DrawString(font, mgScore.ToString(), new Vector2(outerRectangle.X + 2, outerRectangle.Y + 1), Color.Black);

            drawTexts(sb);

            sb.End();
        }
Beispiel #10
0
        public override void Draw(GameTime gameTime)
        {
            graphicsDevice.Clear(Resources.ColorBg);

            Game1.levelManager.prevStatePlayLevel.Draw(gameTime);

            spriteBatch.Begin();

            if (transparency != null)
            {
                transparency.Draw(spriteBatch);
            }

            display.Draw(spriteBatch);

            // Draw Cursor
            Vector2 cursorOffset = new Vector2(Resources.Pointer.Width, Resources.Pointer.Height);

            spriteBatch.Draw(Resources.Pointer, PlayerInput.mousePosition - (cursorOffset / 2), Color.White);
            spriteBatch.End();
        }
        public override void Draw(GameTime gameTime)
        {
            graphicsDevice.Clear(Color.Aqua);
            spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied);
            pauseBackground.Draw(spriteBatch);
            pause.Draw(spriteBatch);

            spriteBatch.DrawString(pauseHelpText, "Level 1.", new Vector2(100, 150), Color.White);
            spriteBatch.DrawString(pauseHelpText, "Shoot enemy ships down. Missile does 10 damage. Aim for 300 Points.", new Vector2(100, 200), Color.White);
            spriteBatch.DrawString(pauseHelpText, "Pirate Merchant Ships has 10hp and gives you 50 Points.", new Vector2(100, 240), Color.White);
            spriteBatch.DrawString(pauseHelpText, "Tug Boats has 20hp and gives you 100 Points.", new Vector2(100, 280), Color.White);

            spriteBatch.DrawString(pauseHelpText, "Level 2.", new Vector2(100, 330), Color.White);
            spriteBatch.DrawString(pauseHelpText, "Blow UP the Enemy Ships. Missile does 10 damage. Aim for 1000 Points.", new Vector2(100, 370), Color.White);
            spriteBatch.DrawString(pauseHelpText, "Pirate Merchant Ships has 10hp and gives you 150 Points.", new Vector2(100, 410), Color.White);
            spriteBatch.DrawString(pauseHelpText, "Tug Boats has 20hp and gives you 200 Points.", new Vector2(100, 450), Color.White);
            spriteBatch.DrawString(pauseHelpText, "Mines instantly destroy the enemy.", new Vector2(100, 490), Color.White);

            spriteBatch.DrawString(pauseHelpText, "Press r to return", new Vector2(100, 850), Color.Yellow);

            spriteBatch.End();
        }
Beispiel #12
0
        /// <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();
            back1.Draw(spriteBatch);  //***
            paddle.Draw(spriteBatch); //***
            ball.Draw(spriteBatch);
            sl.Draw(spriteBatch);

            if (showbb)
            {
                paddle.drawBB(spriteBatch, Color.Black);
                paddle.drawHS(spriteBatch, Color.Green);
                ball.drawInfo(spriteBatch, Color.Gray, Color.Green);
                sl.drawInfo(spriteBatch, Color.Brown, Color.Aqua);
                LineBatch.drawLineRectangle(spriteBatch, playArea, Color.Blue);
            }
            spriteBatch.End();

            // TODO: Add your drawing code here

            base.Draw(gameTime);
        }
Beispiel #13
0
        /// <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);

            //All the elements that are displayed on screen are drawn here

            switch (level)
            {
            case 1:
                spriteBatch.Begin(transformMatrix: mainCamera.Transform);
                worldMap.Draw(spriteBatch);
                spriteBatch.DrawString(font, "Current position: " + curPos, new Vector2(horse.getPosX() - 200, horse.getPosY() - 200), Color.White);
                //horse.Draw(spriteBatch);
                horseRun.Draw(spriteBatch);
                spriteBatch.End();
                break;

            default:
                spriteBatch.Begin();
                scrolling1.Draw(spriteBatch);
                scrolling2.Draw(spriteBatch);
                enemies.Draw(spriteBatch);
                horseRun.Draw(spriteBatch);
                bloodSplat.Draw(spriteBatch);
                //arrow.Draw(spriteBatch);
                quiver.Draw(spriteBatch);
                goldBanner.Draw(spriteBatch);
                spriteBatch.DrawString(font, "Gold: " + score, new Vector2(30, 20), Color.Black);
                //This is the start screen that goes away once player presses the enter key
                if (!started)
                {
                    startBanner.Draw(spriteBatch);
                    switch (difficulty)
                    {
                    case 1:
                        spriteBatch.DrawString(difficultySelectText, "Current difficulty: Easy", new Vector2(10, 500), Color.Black);
                        break;

                    case 2:
                        spriteBatch.DrawString(difficultySelectText, "Current difficulty: Medium", new Vector2(10, 500), Color.Black);
                        break;

                    case 3:
                        spriteBatch.DrawString(difficultySelectText, "Current difficulty: Hard", new Vector2(10, 500), Color.Black);
                        break;

                    default:
                        spriteBatch.DrawString(difficultySelectText, "Current difficulty: Easy", new Vector2(10, 500), Color.Black);
                        break;
                    }
                    spriteBatch.DrawString(difficultySelectText, "Click 1, 2 or 3 to assign difficulty. 1 = easy | 2 = medium | 3 = hard" + Environment.NewLine, new Vector2(10, 560), Color.Black);
                }


                //This displays some basic instructions for the player
                if (textFadeTimer < 3 && started)
                {
                    spriteBatch.DrawString(directions, "< : slow down | > : speed up " + Environment.NewLine + "^ : move up | v : move down" + Environment.NewLine + "spacebar : shoot arrow", new Vector2(400, 10), Color.Black);
                }

                //When player dies text and a book appear on screen
                if (gameOver && deathTimer > 1)
                {
                    book.Draw(spriteBatch);
                }

                //Bounding boxes for player, enemies, arrows and the play area
                if (showbb)
                {
                    enemies.drawInfo(spriteBatch, Color.Red, Color.DarkRed);
                    horse.drawBB(spriteBatch, Color.Black);
                    //horse.drawHS(spriteBatch, Color.Green); //don't know if this is required for assessment or not
                    quiver.drawInfo(spriteBatch, Color.Brown, Color.SandyBrown);
                    LineBatch.drawLineRectangle(spriteBatch, playArea, Color.Blue);
                }
                spriteBatch.End();
                break;
            }
            ;



            base.Draw(gameTime);
        }
        public override void Draw(GameTime gameTime)
        {
            if (score >= 1000)
            {
                status = "THE END!";
            }
            else if (player.hitPoints == 0)
            {
                status = "YOU DEAD!";
            }
            else
            {
                status = "Missile Left: " + missileCount;
            }

            spriteBatch.Begin();

            backgroundLevel2.Draw(spriteBatch);
            spriteBatch.DrawString(scoreFont, "Score: " + score + "/1000", new Vector2(20, 20), Color.Black); // Draw Score on top left
            spriteBatch.DrawString(scoreFont, status, new Vector2(1100, 20), Color.Black);                    // Draw missile count
            spriteBatch.Draw(texMouse, new Rectangle((int)mouse_x, (int)mouse_y, 16, 16), Color.White);       // draw the mouse here
            enemy1.Draw(spriteBatch);
            enemy2.Draw(spriteBatch);
            player.Draw(spriteBatch);
            missileSmoke.Draw(spriteBatch);

            if (timer > 300)
            {
                life.setActiveAndVisible(true);
                life.draw(spriteBatch);
            }

            // If certain conditions are met, then draw these weapons
            if (drawMissile == true && missileCount != 0)
            {
                missile.draw(spriteBatch);
                missile.setPosY(missile.getPosY() - 3);
                missileSmoke.sysPos = new Vector2(missile.getPosX() + missile.getWidth() / 2, missile.getPosY() + missile.getHeight());
            }

            if (anchorDraw == true)
            {
                anchor.setActiveAndVisible(true);
                anchor.draw(spriteBatch);
                anchor.setPosY(anchor.getPosY() + 4);
            }

            if (drawMines && mineCount == 1)
            {
                mine.setPos(minePos.X, minePos.Y);
                mine.draw(spriteBatch);
            }

            // If there is a collision, draw explosion animation
            if (collision1 == true)
            {
                drawMissile = false;
                drawExplosion(currXMissile, currYMissile);
                enemy1.setPos(Dir.rnd.Next(-400, -250), Dir.rnd.Next(200, 700));
                if (explostionTimer == 100)
                {
                    collision1      = false;
                    score          += 50;
                    explostionTimer = 0;
                }
            }
            if (collision2 == true)
            {
                drawMissile = false;
                drawExplosion(currXMissile, currYMissile);
                enemy2.setPos(Dir.rnd.Next(-400, -250), Dir.rnd.Next(200, 700));
                if (explostionTimer == 80)
                {
                    score          += 100;
                    collision2      = false;
                    explostionTimer = 0;
                    missileSmoke.deActivate();
                }
            }

            if (mineCollisionToggle == true)
            {
                mineCollission = false;
                mineExplostionAnimation.setPos(mineCurrPos.X - mine.getWidth() / 2, mineCurrPos.Y - mine.getHeight() / 2);
                mineExplostionAnimation.draw(spriteBatch);
                if (explostionTimer == 100)
                {
                    mineExplostionAnimation.makeInactive = true;
                    enemy1.setPos(Dir.rnd.Next(-400, -250), Dir.rnd.Next(200, 700));
                    mineCollisionToggle = false;
                    explostionTimer     = 0;
                }
            }
            if (mineCollisionToggle2 == true)
            {
                mineCollission2 = false;
                mineExplostionAnimation.setPos(mineCurrPos.X - mine.getWidth() / 2, mineCurrPos.Y - mine.getHeight() / 2);
                mineExplostionAnimation.draw(spriteBatch);
                if (explostionTimer == 100)
                {
                    mineExplostionAnimation.makeInactive = true;
                    enemy2.setPos(Dir.rnd.Next(-400, -250), Dir.rnd.Next(200, 700));
                    mineCollisionToggle2 = false;
                    explostionTimer      = 0;
                }
            }
            // Draw BB
            if (showBB)
            {
                player.drawInfo(spriteBatch, Color.White, Color.Yellow);
                enemy1.drawInfo(spriteBatch, Color.White, Color.Yellow);
                enemy2.drawInfo(spriteBatch, Color.White, Color.Yellow);;
                missile.drawInfo(spriteBatch, Color.White, Color.Yellow);
                life.drawInfo(spriteBatch, Color.White, Color.Yellow);
                mine.drawInfo(spriteBatch, Color.White, Color.Yellow);
                anchor.drawInfo(spriteBatch, Color.White, Color.Yellow);
                //weaponList.drawInfo(spriteBatch, Color.White, Color.Yellow);
            }
            spriteBatch.End();
        }