/* public void ChangeGameState(GameState state) * { * * * } * public enum GameState { START, PLAY, END }*/ /// <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) { Matrix camera1 = camera.GetTransform(); GraphicsDevice.Clear(Color.CornflowerBlue); screenScale = camera.GetScreenScale(graphicsDevice); spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, null, null, null, null, camera1 * Matrix.CreateScale(screenScale)); spikesTrap.Draw(spriteBatch); spriteBatch.Draw(ecirBarLife, ecir.BarLifeEcir(), Color.Red); if (zombie != null) { spriteBatch.Draw(zombieBarLife, zombie.ZombieBarLife(), zombie.ColorBar()); //se o zombie não for destruido desanha a bar life } terrain1.Draw(spriteBatch); spikesTrap.Draw(spriteBatch); hollowKnight.Draw(spriteBatch); stairs.Draw(spriteBatch); ogre.Draw(spriteBatch); if (!ecir.EcirDestroy()) { spriteBatch.Draw(ecir.Texture, ecir.Rectangle, ecir.EcirColor()); } // if(zombie!=null)if (!zombie.DestroyZombie()) spriteBatch.Draw(zombie.Texture, zombie.Rectangle, zombie.ZombieColor()); else { zombie = null; }// se o zombie não for destruido e levar dano muda de cor quando a vida chagar a 0 é destruido if (zombie != null) { if (!zombie.DestroyZombie()) { spriteBatch.Draw(zombie.Texture, zombie.Rectangle, null, zombie.ZombieColor(), 0, new Vector2(zombie.Rectangle.Width / 2, zombie.Rectangle.Height / 2), zombie.SpriteEffect, 0f); } } skeleton.Draw(spriteBatch); fireBall.Draw(spriteBatch); if (pause == true) { MenuPause.Draw(spriteBatch); } spriteBatch.End(); // TODO: Add your drawing code here base.Draw(gameTime); }