public void DrawMainMenu(SpriteBatch spriteBatch)
        {
            Vector2 position = getXYtoDrawMenu();

            mainMenu.Draw(spriteBatch, position);
            switch (device)
            {
                #region DrawMainMenu Desktop
            case CurrentDevice.Desktop:
                btnPlay.setPosition(new Vector2(330 + (int)position.Y, 255 + (int)position.X));
                btnPlay.Draw(spriteBatch);
                break;

                #endregion
                #region DrawMainMenu Phone
            case CurrentDevice.Phone:
                spriteBatch.DrawString(font, startGame, new Vector2(270 + (int)position.Y, 240 + (int)position.X), Color.Black * transparency);
                break;
                #endregion
            }
        }
        public void DrawPause(SpriteBatch spriteBatch)
        {
            Vector2 position = getXYtoDrawMenu();

            switch (device)
            {
                #region DrawPause Desktop
            case CurrentDevice.Desktop:
                backToGameButton.setPosition(new Vector2(330 + (int)position.Y, 300 + (int)position.X));
                backToGameButton.Draw(spriteBatch);

                exitButton.setPosition(new Vector2(330 + (int)position.Y, 350 + (int)position.X));
                exitButton.Draw(spriteBatch);
                break;

                #endregion
                #region DrawPause Phone
            case CurrentDevice.Phone:
                spriteBatch.DrawString(font, backToGame, new Vector2(300 + (int)position.Y, 240 + (int)position.X), Color.Black * transparency);
                spriteBatch.DrawString(font, quitGame, new Vector2(300 + (int)position.Y, 270 + (int)position.X), Color.Black * transparency);
                break;
                #endregion
            }
        }
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.CornflowerBlue);
            spriteBatch.Begin();

            switch (CurrentGameState)
            {
            case GameState.MainMenu:
                btnPlay.Draw(spriteBatch);
                break;

            case GameState.Playing:

                break;
            }

            Marcel_Basis.Draw(spriteBatch, GlobalVars);
            Marco_Basis.Draw(spriteBatch, GlobalVars);
            Marc_Basis.Draw(spriteBatch, GlobalVars);
            Paul_Basis.Draw(spriteBatch, GlobalVars);
            Eljakim_Basis.Draw(spriteBatch, GlobalVars);

            spriteBatch.End();


            /* TODO: Add your drawing code here
             *
             *
             *
             *
             */



            base.Draw(gameTime);
        }
Beispiel #4
0
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);
            spriteBatch.Begin();                                   // starts drawing the game
            spriteBatch.Draw(background, backbounds, Color.White); // draws the background of the game
            spriteBatch.End();                                     // stops drawing
            spriteBatch.Begin(SpriteSortMode.Deferred,
                              BlendState.AlphaBlend,               //blends sprites together
                              SamplerState.PointClamp,
                              DepthStencilState.None,
                              RasterizerState.CullCounterClockwise,
                              null,
                              camera.Transform); // uses camera as the scrolling point
            switch (CurrentGameState)
            {
            case GameState.MainMenu:


                btnplay.Draw(spriteBatch);                                                                                            // draws the button
                var screenCenter  = new Vector2(GraphicsDevice.Viewport.Bounds.Width / 2, GraphicsDevice.Viewport.Bounds.Height / 5); // sets the centre of screen
                var textureCenter = new Vector2(Title.Width / 2, Title.Height / 2);                                                   // sets the centre of screen height
                spriteBatch.Draw(Title, screenCenter, null, Color.White, 0f, textureCenter, 1f, SpriteEffects.None, 1f);              //draws the title screen
                spriteBatch.End();                                                                                                    // stops drawing
                break;

            case GameState.Playing:
                map.Draw(spriteBatch);                                                                                    //draws the map
                p1.Draw(spriteBatch);                                                                                     //draws the player

                spriteBatch.DrawString(playerfont, name + " " + hp, new Vector2(p1.rect.X, p1.rect.Y - 20), Color.White); // draws the updated player health
                enemyM.Draw(spriteBatch);                                                                                 //draws the enemy
                spriteBatch.End();
                break;
            }
            base.Draw(gameTime);
        }