public void Draw(GameTime gameTime, SpriteBatch spriteBatch) { spriteBatch.Begin(); spriteBatch.Draw(background, Vector2.Zero, Color.White); cannon.Draw(gameTime, spriteBatch); spriteBatch.End(); }
/// <summary> /// Draws the game world in its current state. /// </summary> /// <param name="gameTime">An object that contains information about the game time that has passed.</param> /// <param name="spriteBatch">The sprite batch used for drawing sprites and text.</param> public void Draw(GameTime gameTime, SpriteBatch spriteBatch) { spriteBatch.Begin(); // draw the background and score bar spriteBatch.Draw(background, Vector2.Zero, Color.White); spriteBatch.Draw(scoreBar, new Vector2(10, 10), Color.White); // draw all game objects ball.Draw(gameTime, spriteBatch); cannon.Draw(gameTime, spriteBatch); can1.Draw(gameTime, spriteBatch); can2.Draw(gameTime, spriteBatch); can3.Draw(gameTime, spriteBatch); // draw the score spriteBatch.DrawString(gameFont, "Score: " + Score, new Vector2(20, 18), Color.White); // draw the number of lives for (int i = 0; i < lives; i++) { spriteBatch.Draw(livesSprite, new Vector2(i * livesSprite.Width + 15, 60), Color.White); } // if the game is over, draw the game-over sprite if (lives <= 0) { spriteBatch.Draw(gameover, new Vector2(Painter.ScreenSize.X - gameover.Width, Painter.ScreenSize.Y - gameover.Height) / 2, Color.White); } spriteBatch.End(); }
protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.White); spriteBatch.Begin(); spriteBatch.Draw(background, Vector2.Zero, Color.White); cannon.Draw(gameTime, spriteBatch); spriteBatch.End(); }
/// <summary> /// Draws the specified sprite batch. /// </summary> /// <param name="spriteBatch">The sprite batch.</param> public virtual void Draw(SpriteBatch spriteBatch) { //either draw the explosion animation or the tank and cannon depending on if tank is dead if (Health <= 0) { //draw explosion animation ExplosionAnimation.Draw(spriteBatch, Color.White, SpriteEffects.None); } else { //draw tank base, cannon and health bar spriteBatch.Draw(BaseImg, BasePosition, null, Color.White, -MathHelper.ToRadians(BaseRotation) + MathHelper.PiOver2, new Vector2(BaseImg.Width / 2F, BaseImg.Height / 2F), IMG_SCALE_FACTOR, SpriteEffects.None, 1f); Cannon.Draw(spriteBatch); Bar.Draw(spriteBatch); } }
public void Draw(GameTime gameTime, SpriteBatch spriteBatch) { spriteBatch.Begin(); spriteBatch.Draw(background, Vector2.Zero, Color.White); ball.Draw(gameTime, spriteBatch); cannon.Draw(gameTime, spriteBatch); can1.Draw(gameTime, spriteBatch); can2.Draw(gameTime, spriteBatch); can3.Draw(gameTime, spriteBatch); for (int i = 0; i < lives; i++) { spriteBatch.Draw(livesSprite, new Vector2(i * livesSprite.Width + 15, 20), Color.White); } if (IsGameOver) { spriteBatch.Draw(gameover, new Vector2(Painter.ScreenSize.X - gameover.Width, Painter.ScreenSize.Y - gameover.Height) / 2, Color.White); } spriteBatch.End(); }