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);

            // TODO: Add your drawing code here
            spriteBatch.Begin();
            spriteBatch.DrawString(font, "Position: " + currentMouseState.X + ", " + currentMouseState.Y, new Vector2(0, 0), Color.Black);

            switch (gameState)
            {
            case GameState.Title:

                spriteBatch.DrawString(font, "Titlescreen", new Vector2(GraphicsDevice.Viewport.Width / 2, GraphicsDevice.Viewport.Height / 2), Color.Red);
                break;

            case GameState.Game:

                //
                //map drawing                                                                                         //
                mapGraph.MapDraw(spriteBatch);                                                                                 //

                //enemies+towers drawing
                if (enemies[0].Alive == true)
                {
                    enemyGraph.Draw(gameTime, spriteBatch, new Vector2(enemies[0].Position.X, enemies[0].Position.Y));
                }
                towerGraph.Draw(gameTime, spriteBatch, new Vector2(towers[0].Position.X, towers[0].Position.Y));                                                                        //
                //
                //
                //storedrawing                                                                                        //
                storeBack.StaticImage(0, 1f, spriteBatch);                                                                //
                listing1.StaticImage(1, .66f, spriteBatch);                                                               //
                listing2.StaticImage(1, .66f, spriteBatch);                                                               //
                listing3.StaticImage(1, .66f, spriteBatch);

                spriteBatch.DrawString(font, "Knight \n Price: " + towers[0].Cost,
                                       new Vector2(465, 515), Color.Black, 0, Vector2.Zero, 0.45f, SpriteEffects.None, 1);
                spriteBatch.DrawString(font, "Tower Name \n Price: " + 150,                                                //replace with price variable later       //
                                       new Vector2(565, 515), Color.Black, 0, Vector2.Zero, 0.45f, SpriteEffects.None, 1); //
                spriteBatch.DrawString(font, "Tower Name \n Price: " + 100,                                                //replace with price variable later       //
                                       new Vector2(665, 515), Color.Black, 0, Vector2.Zero, 0.45f, SpriteEffects.None, 1); //
                                                                                                                           //
                spriteBatch.DrawString(font, "Level: " + level,
                                       new Vector2(665, 15), Color.White, 0, Vector2.Zero, 0.7f, SpriteEffects.None, 1);   //
                spriteBatch.DrawString(font, "Funds available: " + money,                                                  //replace with money variable later           //
                                       new Vector2(10, 510), Color.Black, 0, Vector2.Zero, 0.7f, SpriteEffects.None, 1);   //
                spriteBatch.DrawString(font, "Score: " + player.Points,                                                    //replace with score variable                           //
                                       new Vector2(10, 535), Color.Black, 0, Vector2.Zero, 0.7f, SpriteEffects.None, 1);

                break;
            }


            spriteBatch.End();
            base.Draw(gameTime);
        }
Beispiel #2
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();
            //spriteBatch.DrawString(font, "Position: " + currentMouseState.X + ", " + currentMouseState.Y, new Vector2(0, 0), Color.Black);

            switch (gameState)
            {
            case GameState.Title:

                menuScreen.StaticImage(1, 1, spriteBatch);

                if (howToMenu == true)
                {
                    if (howToPage == 1)
                    {
                        howTo1.StaticImage(1, 1, spriteBatch);
                    }
                    else if (howToPage == 2)
                    {
                        howTo2.StaticImage(1, 1, spriteBatch);
                    }
                }

                break;

            case GameState.Game:

                if (isBought == true)
                {
                    boughtSym.Draw(gameTime, spriteBatch, new Vector2(mX, mY));
                }

                //spriteBatch.DrawString(font, "Position: " + currentMouseState.X + ", " + currentMouseState.Y, new Vector2(800, 0), Color.Black); // displays current mouse position
                //spriteBatch.DrawString(font, "Towers: " + towers.Count, new Vector2(800, 50), Color.Black); // displays current number of towers
                //s//priteBatch.DrawString(font, "Enemies: " + enemies.Count, new Vector2(800, 100), Color.Black); // displays current number of enemies

                //spriteBatch.DrawString(font, "Bought: " + isBought, new Vector2(800, 200), Color.Black);
                //.DrawString(font, "EnemyNum: " + enemyNum, new Vector2(800, 250), Color.Black);
                //spriteBatch.DrawString(font, "EnemyCount: " + enemyCount, new Vector2(800, 300), Color.Black);
                //map drawing
                if (level <= 5)
                {
                    mapGraph.MapDraw(spriteBatch);
                }


                if (level > 5)
                {
                    mapGraph2.MapDraw(spriteBatch);
                }


                for (int i = 0; i < enemies.Count(); i++)
                {
                    if (enemies[i].Alive == true)
                    {
                        enemyGraphs[i].Draw(gameTime, spriteBatch, new Vector2(enemies[i].Position.X, enemies[i].Position.Y));
                    }
                }

                //each tower in towers
                for (int i = 0; i < towers.Count(); i++)
                {    //currently doesn't check if tower is alive, need tower.alive property, and to actually assign a value to Alive at some point (currently not returning anything)
                     //if (tow.Alive == true)
                     //{
                    towerGraphs[i].Draw(gameTime, spriteBatch, new Vector2(towers[i].Position.X, towers[i].Position.Y));
                    //}
                }

                //storedrawing
                storeBack.StaticImage(0, 1f, spriteBatch);
                listing1.StaticImage(1, .66f, spriteBatch);
                listing2.StaticImage(1, .66f, spriteBatch);
                listing3.StaticImage(1, .66f, spriteBatch);

                towerGraphsPlaceholders[0].SizeChangeDraw(gameTime, spriteBatch, new Vector2(483, 555), 0.66f);

                spriteBatch.DrawString(font, "Knight \n Price: $100",
                                       new Vector2(465, 515), Color.Black, 0, Vector2.Zero, 0.45f, SpriteEffects.None, 1);
                spriteBatch.DrawString(font, "Lancer \n Price: $" + 150,     //replace with price variable later
                                       new Vector2(565, 515), Color.Black, 0, Vector2.Zero, 0.45f, SpriteEffects.None, 1);
                spriteBatch.DrawString(font, "Advance to\nunlock\ntowers!",  //replace with price variable later
                                       new Vector2(665, 515), Color.Black, 0, Vector2.Zero, 0.45f, SpriteEffects.None, 1);

                if (level > 5)
                {
                    towerGraphsPlaceholders[1].SizeChangeDraw(gameTime, spriteBatch, new Vector2(584, 555), 0.66f);
                }
                else
                {
                    spriteBatch.DrawString(font, " Unlock at \n lv.5",
                                           new Vector2(565, 545), Color.Black, 0, Vector2.Zero, 0.45f, SpriteEffects.None, 1);
                }

                spriteBatch.DrawString(font, "Level: " + level,
                                       new Vector2(665, 15), Color.White, 0, Vector2.Zero, 0.7f, SpriteEffects.None, 1);
                spriteBatch.DrawString(font, "Health: " + player.Health, new Vector2(600, 470), Color.White);    //displays Current Health
                spriteBatch.DrawString(font, "Funds available: " + money,
                                       new Vector2(10, 510), Color.Black, 0, Vector2.Zero, 0.7f, SpriteEffects.None, 1);
                spriteBatch.DrawString(font, "Score: " + player.Points,
                                       new Vector2(10, 535), Color.Black, 0, Vector2.Zero, 0.7f, SpriteEffects.None, 1);

                break;

            case GameState.GameOver:

                spriteBatch.DrawString(font, "Game Over", new Vector2(GraphicsDevice.Viewport.Width / 2 - 100, GraphicsDevice.Viewport.Height / 2 - 100), Color.Black);
                spriteBatch.DrawString(font, "Score: " + player.Points, new Vector2(GraphicsDevice.Viewport.Width / 2 - 100, GraphicsDevice.Viewport.Height / 2 - 50), Color.Black);
                spriteBatch.DrawString(font, "Total Enemies Killed: " + enemiesKilled, new Vector2(GraphicsDevice.Viewport.Width / 2 - 100, GraphicsDevice.Viewport.Height / 2), Color.Black);
                break;

            case GameState.Results:

                spriteBatch.DrawString(font, "Results:", new Vector2(GraphicsDevice.Viewport.Width / 2 - 100, 100), Color.Black);
                spriteBatch.DrawString(font, "Total Enemies Killed: " + totalEnemiesKilled, new Vector2(GraphicsDevice.Viewport.Width / 2 - 100, 150), Color.Black);
                spriteBatch.DrawString(font, "Total Points: " + player.Points, new Vector2(GraphicsDevice.Viewport.Width / 2 - 100, 200), Color.Black);
                spriteBatch.DrawString(font, "Current Money: $" + money, new Vector2(GraphicsDevice.Viewport.Width / 2 - 100, 250), Color.Black);
                break;
            }


            spriteBatch.End();
            base.Draw(gameTime);
        }