public void Draw(SpriteBatch spriteBatch) { switch (GameManager.currentState) { case GameState.StoryScreen: mainMenuBackground.Draw(spriteBatch); spriteBatch.DrawString(TextureBank.spriteFont, story, storyTextPos, Color.Black, 0, Vector2.Zero, 1, SpriteEffects.None, 0.3f); spriteBatch.Draw(TextureBank.menuTextureList[17], skipTextPos, null, Color.White, 0, Vector2.Zero, 1, SpriteEffects.None, 0.3f); break; case GameState.MainMenu: mainMenuBackground.Draw(spriteBatch); spriteBatch.Draw(TextureBank.menuTextureList[4], new Vector2(middleScreenX - TextureBank.menuTextureList[4].Width / 2, 100), null, Color.White, 0, Vector2.Zero, 1, SpriteEffects.None, 0.3f); foreach (var b in mainMenuButtonList) { b.Draw(spriteBatch); } pointerMainMenu.Draw(spriteBatch); break; case GameState.Controls: spriteBatch.Draw(TextureBank.menuTextureList[16], Vector2.Zero, Color.White); break; case GameState.PlayerSelect: PlayerSelectManager.Draw(spriteBatch); break; case GameState.CharacterInfo: characterInfoManager.Draw(spriteBatch); break; case GameState.InGame: spriteBatch.Draw(TextureBank.menuTextureList[18], Vector2.Zero, Color.White); foreach (var b in pauseButtonList) { b.Draw(spriteBatch); } pointerPause.Draw(spriteBatch); break; case GameState.Win: mainMenuBackground.Draw(spriteBatch); break; case GameState.GameOver: mainMenuBackground.Draw(spriteBatch); break; } }
/// <summary> /// Den här metoden ritar ut en rörlig backgrund samt "CharacterInfo" och Muren. /// </summary> /// <param name="spritebatch"></param> private void DrawBackground(SpriteBatch spritebatch) { background.Draw(spritebatch); spritebatch.Draw(TextureBank.characterInfoList[0], Vector2.Zero, null, Color.White, 0, Vector2.Zero, 1, SpriteEffects.None, 1); spritebatch.Draw(TextureBank.characterInfoList[1], logoPos, null, Color.White, 0, Vector2.Zero, 1, SpriteEffects.None, 1); spritebatch.Draw(TextureBank.menuTextureList[24], goBackTextPos, null, Color.White, 0, Vector2.Zero, 1, SpriteEffects.None, 1); }
public override void Draw() { MainMenuBackground.Draw(); }