public override void draw(SpriteBatch sprite_batch) { Window_Img.draw(sprite_batch, new Vector2(-5, -5)); Objective.draw(sprite_batch, -(NAME_LOC + new Vector2(42, -2))); switch (Global.game_system.Objective_Mode[0]) { // Rout case 1: Enemy_Label.draw(sprite_batch, -(loc + ENEMY_LABEL_LOC + new Vector2(-2, -2))); Enemy_Count.draw(sprite_batch, -(loc + ENEMY_LOC + new Vector2(-1, -2))); break; // Time Limit case 2: if (Global.game_system.Objective_Mode[1] != this.turn) { Turn_Label.draw(sprite_batch, -(loc + TURN_LABEL_LOC + new Vector2(-2, -2))); Turn_Slash.draw(sprite_batch, -(loc + TURN_LOC + new Vector2(-2, -2))); Turn_Max.draw(sprite_batch, -(loc + TURN_LOC + new Vector2(-3 + 24, -2))); Turn_Count.draw(sprite_batch, -(loc + TURN_LOC + new Vector2(-3, -2))); } else { Turn_Count.draw(sprite_batch, -(loc + TURN_LOC + new Vector2(-3 + 16, -2))); } break; } }
private void draw_gameplay_data(SpriteBatch sprite_batch, Vector2 offset) { // Turns/Funds panel sprite_batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend); Game_Data_Window.draw(sprite_batch, offset); Turn_Label.draw(sprite_batch, offset); Funds_Label.draw(sprite_batch, offset); Gold_G.draw(sprite_batch, offset); Turn.draw(sprite_batch, offset); Funds.draw(sprite_batch, offset); Counter.draw(sprite_batch, offset); sprite_batch.End(); }