public override void Draw(GameTime gameTime) { bloom.BeginDraw(); batch = ScreenManager.SpriteBatch; ScreenManager.GraphicsDevice.Clear(Color.Black); batch.Begin(); batch.Draw(tex, new Vector2(512, 384), null, Color.White, 0f, new Vector2(tex.Width / 2, tex.Height / 2), 1f, SpriteEffects.None, 1f); UI.Draw(batch); batch.End(); // If the game is transitioning on or off, fade it out to black. if (TransitionPosition > 0 || pauseAlpha > 0) { float alpha = MathHelper.Lerp(1f - TransitionAlpha, 1f, pauseAlpha / 2); ScreenManager.FadeBackBufferToBlack(alpha); } base.Draw(gameTime); }
// <summary> /// Draws the gameplay screen. /// </summary> public override void Draw(GameTime gameTime) { bloom.BeginDraw(); ScreenManager.GraphicsDevice.Clear(ClearOptions.Target, Color.Black, 0, 0); SpriteBatch spriteBatch = ScreenManager.SpriteBatch; spriteBatch.Begin(SpriteSortMode.FrontToBack, BlendState.AlphaBlend, null, null, null, null, cam2D.View); foreach (SeekerDrone drone in Drones) { drone.draw(spriteBatch); } foreach (Square square in Squares) { square.Draw(spriteBatch); if (square.isTouching) { } } foreach (Area area in Areas) { area.Draw(spriteBatch); } foreach (Wall wall in Walls) { wall.Draw(spriteBatch); } foreach (Pickupable pickupable in pickuables) { pickupable.Draw(spriteBatch); } if ((!GamePad.GetState(PlayerIndex.One).IsConnected) && playerBody.getSetLaserStatus) { Vector2 mousePos = new Vector2(mouse.X, mouse.Y); spriteBatch.Draw(reticle, mousePos + cam2D.Position - new Vector2(1024 / 2, 768 / 2), null, Color.White, 0f, new Vector2(10, 10), 1f, SpriteEffects.None, 1f); } playerBody.draw(spriteBatch); spriteBatch.End(); spriteBatch.Begin(); UI.Draw(spriteBatch); spriteBatch.End(); // If the game is transitioning on or off, fade it out to black. if (TransitionPosition > 0 || pauseAlpha > 0) { float alpha = MathHelper.Lerp(1f - TransitionAlpha, 1f, pauseAlpha / 2); ScreenManager.FadeBackBufferToBlack(alpha); } }