Ejemplo n.º 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();
            switch (CurrentGameState)
            {
            case GameState.MainMenu:
                //spriteBatch.Draw(Content.Load<Texture2D>("mainmenu"), new Rectangle(0, 0, screenWidth, screenHeight), Color.White);
                btnPlay.Draw(spriteBatch);
                btnExit.Draw(spriteBatch);
                break;

            case GameState.Playing:
                spriteBatch.Draw(gamebackground, new Rectangle(0, 0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height), Color.White);
                player1.Draw(gameTime);
                player2.Draw(gameTime);
                spriteBatch.DrawString(font, score1 + " - " + score2, new Vector2(GraphicsDevice.Viewport.Width / 2 - font.MeasureString(score1 + " - " + score2).X / 2, 15), Color.Black);
                ball.Draw(gameTime);
                break;

            case GameState.GameOver:
                spriteBatch.DrawString(font, "winner is " + winner, new Vector2(GraphicsDevice.Viewport.Width / 2, 15), Color.Black);

                break;
            }
            spriteBatch.End();

            base.Draw(gameTime);
        }
Ejemplo n.º 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);
     spriteBatch.Begin();
     player1.Draw(spriteBatch);
     player2.Draw(spriteBatch);
     ball.Draw(spriteBatch);
     spriteBatch.End();
     base.Draw(gameTime);
 }
Ejemplo n.º 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();
            _playerPaddle.Draw(_spriteBatch);
            _ball.Draw(_spriteBatch);
            _computerPaddle.Draw(_spriteBatch);
            Score.Draw(_spriteBatch);
            _spriteBatch.End();

            // TODO: Add your drawing code here

            base.Draw(gameTime);
        }
Ejemplo n.º 4
0
Archivo: Game1.cs Proyecto: defil/Game1
        protected override void Draw(GameTime gameTime)
        {
            spriteBatch.Begin();
            GraphicsDevice.Clear(Color.White);

            // TODO: Add your drawing code here

            //spriteBatch.Draw(box, ball.Rectangle, Color.Red * 0.4f);

            ball.Draw(spriteBatch);
            spriteBatch.Draw(ball_shine, ball.Rectangle, Color.White);

            for (int i = 0; i < players.Length; ++i)
            {
                players[i].Draw(spriteBatch);

                //spriteBatch.Draw(box, players[i].Rectangle, Color.Red * 0.4f);


                spriteBatch.DrawString(scoreFont, players[i].Score_Str, players[i].Position - scoreFont.MeasureString(players[i].Score_Str) / 2, Color.Black);
            }

            foreach (var foo in intersections)
            {
                spriteBatch.Draw(box, foo, Color.Black * 0.1f);
            }

            wall_left.Draw(spriteBatch);
            wall_right.Draw(spriteBatch);



            foreach (var pu in powerups)
            {
                pu.Draw(spriteBatch);
            }


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