Beispiel #1
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);
            if (logic.isDead)
            {
                GraphicsDevice.Clear(Color.Red);
            }
            // TODO: Add your drawing code here

            base.Draw(gameTime);

            spriteBatch.Begin();
            for (int x = 0; x < logic.all.Count; x++)
            {
                GameObject go = logic.all[x];
                Rectangle  rc = new Rectangle((int)go.x - 10, (int)go.y - 10, 20, 20);

                SpriteToDraw whichSprite = go.GetSprite();
                switch (whichSprite)
                {
                case SpriteToDraw.CrapFace:
                    spriteBatch.Draw(m_crapFace, rc, Color.White);
                    break;

                case SpriteToDraw.Player:
                    spriteBatch.Draw(player_face, rc, Color.White);
                    break;

                case SpriteToDraw.Fireball:
                    spriteBatch.Draw(fire_ball, rc, Color.White);
                    break;
                }
            }
            spriteBatch.End();
        }
        public virtual void Render()
        {
            if (SpriteToDraw == null)
            {
                SpriteToDraw = GetSprite(pManager.CurrentBaseSpriteKey);
                SpriteToDraw = new Sprite(SpriteToDraw);
            }

            var bounds = SpriteToDraw.LocalBounds;

            SpriteToDraw.Color    = pManager.ValidPosition ? ValidPlaceColor : InvalidPlaceColor;
            SpriteToDraw.Position = new Vector2(MouseScreen.X - (bounds.Width / 2f),
                                                MouseScreen.Y - (bounds.Height / 2f));
            //Centering the sprite on the cursor.
            SpriteToDraw.Draw();
        }