Ejemplo n.º 1
0
        public override void Draw(GameTime gameTime)
        {
            ScreenManager.GraphicsDevice.Clear(ClearOptions.Target,
                                               new Color(0, 0, 0, 0), 0, 0);
            Game1.spriteBatch = ScreenManager.SpriteBatch;

            ScreenManager.GraphicsDevice.Clear(Color.Black);

            Game1.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend);

            //Draw the backgroundTexture sized to the width
            //and height of the screen.



            Game1.spriteBatch.End();



            // If the game is transitioning on or off, fade it out to black.
            if (TransitionPosition > 0)
            {
                ScreenManager.FadeBackBufferToBlack(255 - TransitionAlpha);
            }
        }
Ejemplo n.º 2
0
        public override void Draw(GameTime gameTime)
        {
            ScreenManager.GraphicsDevice.Clear(ClearOptions.Target,
                                               new Color(0, 0, 0, 0), 0, 0);
            Game1.spriteBatch = ScreenManager.SpriteBatch;

            ScreenManager.GraphicsDevice.Clear(Color.Black);

            Game1.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend);

            //Draw the backgroundTexture sized to the width
            //and height of the screen.
            try
            {
                // Game1.spriteBatch.Draw(images[imageToDisplay], new Vector2(1280/2-images[imageToDisplay].Width/2,720/2-images[imageToDisplay].Height/2), Color.White);
                Game1.spriteBatch.Draw(images[imageToDisplay], new Rectangle(0, 0, 1280, 720), Color.White);
            }
            catch { }
            Game1.spriteBatch.End();



            // If the game is transitioning on or off, fade it out to black.
            if (TransitionPosition > 0)
            {
                ScreenManager.FadeBackBufferToBlack(255 - TransitionAlpha);
            }
        }
Ejemplo n.º 3
0
        public override void Draw(GameTime gameTime)
        {
            ScreenManager.GraphicsDevice.Clear(ClearOptions.Target,
                                               new Color(0, 0, 0, 0), 0, 0);
            Game1.spriteBatch = ScreenManager.SpriteBatch;
            SpriteBatch spriteBatch = Game1.spriteBatch;

            ScreenManager.GraphicsDevice.Clear(Color.CornflowerBlue);
            Game1.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend);

            spriteBatch.Draw(gamescreen, Vector2.Zero, Color.White);

            if (networkSession != null)
            {
                string  message         = "Players: " + networkSession.AllGamers.Count;
                Vector2 messagePosition = new Vector2(100, 480);
                //  spriteBatch.DrawString(gameFont, message, messagePosition, Color.White);
            }

            Game1.spriteBatch.End();
            // If the game is transitioning on or off, fade it out to black.
            if (TransitionPosition > 0)
            {
                ScreenManager.FadeBackBufferToBlack(255 - TransitionAlpha);
            }
        }
Ejemplo n.º 4
0
        /// <summary>
        /// Draws the options screen.
        /// </summary>
        public override void Draw(GameTime gameTime)
        {
            // This game has a blue background. Why? Because!
            ScreenManager.GraphicsDevice.Clear(ClearOptions.Target,
                                               Color.CornflowerBlue, 0, 0);


            SpriteBatch spriteBatch = ScreenManager.SpriteBatch;

            spriteBatch.Begin();

            spriteBatch.Draw(background, Vector2.Zero, Color.White);

            Helpers.DrawStrokedString("Your objective is to catch candy canes while\navoiding snowballs for as long as possible!\n\nUse the left thumb stick to control santa's movement.\nPress A to jump! Tap A again to double-jump!\n\nPush B to return to the main menu and start playing!", new Vector2(130, 100), Color.WhiteSmoke, Color.Black, 2, gameFont, spriteBatch);

            if (networkSession != null)
            {
                string  message         = "Players: " + networkSession.AllGamers.Count;
                Vector2 messagePosition = new Vector2(100, 480);
                spriteBatch.DrawString(gameFont, message, messagePosition, Color.White);
            }

            spriteBatch.End();


            // If the game is transitioning on or off, fade it out to black.
            if (TransitionPosition > 0)
            {
                ScreenManager.FadeBackBufferToBlack(255 - TransitionAlpha);
            }
        }
Ejemplo n.º 5
0
        //#region Draw


        /// <summary>
        /// Draws the message box.
        /// </summary>
        public override void Draw(GameTime gameTime)
        {
            SpriteBatch spriteBatch = ScreenManager.SpriteBatch;
            SpriteFont  font        = ScreenManager.Font;

            // Darken down any other screens that were drawn beneath the popup.
            ScreenManager.FadeBackBufferToBlack(TransitionAlpha * 2 / 3);

            // Center the message text in the viewport.
            Viewport viewport     = ScreenManager.GraphicsDevice.Viewport;
            Vector2  viewportSize = new Vector2(viewport.Width, viewport.Height);
            Vector2  textSize     = font.MeasureString(message);
            Vector2  textPosition = (viewportSize - textSize) / 2;

            // The background includes a border somewhat larger than the text itself.
            const int hPad = 32;
            const int vPad = 16;

            Rectangle backgroundRectangle = new Rectangle((int)textPosition.X - hPad,
                                                          (int)textPosition.Y - vPad,
                                                          (int)textSize.X + hPad * 2,
                                                          (int)textSize.Y + vPad * 2);

            // Fade the popup alpha during transitions.
            Color color = new Color(255, 255, 255, TransitionAlpha);

            spriteBatch.Begin();

            // Draw the background rectangle.
            spriteBatch.Draw(gradientTexture, backgroundRectangle, color);

            // Draw the message box text.
            spriteBatch.DrawString(font, message, textPosition, color);

            spriteBatch.End();
        }
Ejemplo n.º 6
0
        public override void Draw(GameTime gameTime)
        {
            ScreenManager.GraphicsDevice.Clear(ClearOptions.Target,
                                               Color.Black, 0, 0);
            SpriteBatch spriteBatch = ScreenManager.SpriteBatch;



            spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend);


            Rectangle fullscreen = new Rectangle(0, 0, ScreenManager.GraphicsDevice.Viewport.Width, ScreenManager.GraphicsDevice.Viewport.Height);
            //  spriteBatch.Draw(backgroundTexture, fullscreen, Color.White);
            string addonstring = "";

            if (changevibrations)
            {
                addonstring = "Press X to lock vibration settings";
            }
            else
            {
                addonstring = "Press Y to unlock vibration settings";
            }
            if (Guide.IsTrialMode)
            {
                addonstring += "Vibration strength is severely limited in the trial version";
                if (vib1 > 55)
                {
                    vib1 = 55;
                }
                if (vib2 > 55)
                {
                    vib2 = 55;
                }
                if (vib3 > 55)
                {
                    vib3 = 55;
                }
                if (vib4 > 55)
                {
                    vib4 = 55;
                }
                if (vib1r > 55)
                {
                    vib1r = 55;
                }
                if (vib2r > 55)
                {
                    vib2r = 55;
                }
                if (vib3r > 55)
                {
                    vib3r = 55;
                }
                if (vib4r > 55)
                {
                    vib4r = 55;
                }
            }
            spriteBatch.DrawString(gameFont, addonstring + "\n\rHold R to affect the right motor\n\rHold L to affect the left motor\n\r\n\r"
                                   + "Player 1: " + vib1 + "%   " + vib1r + "%\n\r"
                                   + "Player 2: " + vib2 + "%   " + vib2r + "%\n\r"
                                   + "Player 3: " + vib3 + "%   " + vib3r + "%\n\r"
                                   + "Player 4: " + vib4 + "%   " + vib4r + "%\n\r"
                                   , new Vector2(Convert.ToInt32(ScreenManager.GraphicsDevice.Viewport.Width * .3), Convert.ToInt32(ScreenManager.GraphicsDevice.Viewport.Height * .2)), Color.White);
            spriteBatch.End();



            // If the game is transitioning on or off, fade it out to black.
            if (TransitionPosition > 0)
            {
                ScreenManager.FadeBackBufferToBlack(255 - TransitionAlpha);
            }
        }
Ejemplo n.º 7
0
        /// <summary>
        /// Draws the pause menu screen. This darkens down the gameplay screen
        /// that is underneath us, and then chains to the base MenuScreen.Draw.
        /// </summary>
        public override void Draw(GameTime gameTime)
        {
            ScreenManager.FadeBackBufferToBlack(TransitionAlpha * 2 / 3);

            base.Draw(gameTime);
        }