Example #1
0
        public override void Draw(GameTime gameTime)
        {
            ScreenManager.Game.GraphicsDevice.Clear(new Color(37, 59, 89));

            skyBGParallax.Draw(ScreenManager.SpriteBatch, 90);
            waterParallax.Draw(ScreenManager.SpriteBatch, false, 90);
            cloudsParallax.Draw(ScreenManager.SpriteBatch, true, 90);

            ScreenManager.SpriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.PointClamp, null, null);
            //ScreenManager.SpriteBatch.Draw(ScreenManager.blankTexture, new Rectangle(0,0,ScreenManager.Game.RenderWidth,ScreenManager.Game.RenderHeight), null, new Color(200,0,0));
            ScreenManager.SpriteBatch.Draw(texLogo, new Vector2(ScreenManager.Game.RenderWidth / 2, (ScreenManager.Game.RenderHeight / 2) - 40), new Rectangle(0, 0, 195, 65), Color.White, 0f, new Vector2(98, 32), 1f, SpriteEffects.None, 0);

            ScreenManager.SpriteBatch.End();

            ScreenManager.SpriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.PointClamp, null, null);
            string fluff = "@garethiw and @gredgie for LD29";

            ScreenManager.SpriteBatch.DrawString(ScreenManager.FontSmall, fluff, new Vector2(ScreenManager.Game.RenderWidth / 2, ScreenManager.Game.RenderHeight - 30) + Vector2.One, Color.Black, 0f, ScreenManager.FontSmall.MeasureString(fluff) / 2, 1f, SpriteEffects.None, 0);
            ScreenManager.SpriteBatch.DrawString(ScreenManager.FontSmall, fluff, new Vector2(ScreenManager.Game.RenderWidth / 2, ScreenManager.Game.RenderHeight - 30), Color.DarkGray, 0f, ScreenManager.FontSmall.MeasureString(fluff) / 2, 1f, SpriteEffects.None, 0);
            fluff = "WASD/Arrows, X/Space or 360 pad";
            ScreenManager.SpriteBatch.DrawString(ScreenManager.FontSmall, fluff, new Vector2(ScreenManager.Game.RenderWidth / 2, ScreenManager.Game.RenderHeight - 22) + Vector2.One, Color.Black, 0f, ScreenManager.FontSmall.MeasureString(fluff) / 2, 1f, SpriteEffects.None, 0);
            ScreenManager.SpriteBatch.DrawString(ScreenManager.FontSmall, fluff, new Vector2(ScreenManager.Game.RenderWidth / 2, ScreenManager.Game.RenderHeight - 22), Color.DarkGray, 0f, ScreenManager.FontSmall.MeasureString(fluff) / 2, 1f, SpriteEffects.None, 0);
            ScreenManager.SpriteBatch.End();

            cloudsParallax.Draw(ScreenManager.SpriteBatch, false, 90);
            waterParallax.Draw(ScreenManager.SpriteBatch, true, 90);

            ScreenManager.FadeBackBufferToBlack(1f - TransitionAlpha);

            base.Draw(gameTime);
        }
Example #2
0
 public override void Draw(GameTime gametime, SpriteBatch g)
 {
     Parallax.Draw(g);
     if (fin)
     {
         g.Draw(RessourceSonic3.Act2Signe, new Vector2(250, 100), Color.White);
     }
 }
Example #3
0
        public override void Draw(Color color)
        {
            base.Draw(color);
            // Drawing the parallax stuff
            parallax.Draw();
            ammoBox.Draws();
            ammoBox.Draw();
            // Testing stuff below

            if (tank2.tankObject != null)
            {
                tank2.Draw();
                bullets2.Draw();
                tank2.collider.DrawRec(CUtils.RandomColor());
                tank2Timer += deltaTimes;
                if (tank2Timer >= 0.2f)
                {
                    tankLineColor = CUtils.RandomColor();
                    tank2Timer    = 0;
                }
                if (tank.tankObject != null)
                {
                    DrawLineBezier(tank2.position, tank2.currentTarget, 4, tankLineColor);
                }
            }
            if (tank.tankObject != null)
            {
                tank.Draw();
                tank.collider.DrawRec(CUtils.RandomColor());
                bullets.Draw();
            }
            if (explodedTank)
            {
                texture = tankAni.PlayAndStop();
                DrawTexture(texture, (int)tank.lastPosition.x, (int)tank.lastPosition.y, Color.WHITE);
                if (!tankAni.isActive)
                {
                    explodedTank = false;
                }
            }
            if (explodedTank2)
            {
                texture = tankAni.PlayAndStop();
                DrawTexture(texture, (int)tank2.lastPosition.x, (int)tank2.lastPosition.y, Color.WHITE);
                if (!tankAni.isActive)
                {
                    explodedTank2 = false;
                }
            }
        }
Example #4
0
        public override void Draw(SpriteBatch _SpriteBatch, GameTime _GameTime)
        {
            BackgroundSB.Begin();
            Background.Draw(BackgroundSB, _GameTime);
            BackgroundSB.End();
            worldRender.Draw(_GameTime, Pause);

            if (Pause)
            {
                _SpriteBatch.FillRectangle(new Rectangle(0, 0, Common.graphics.PreferredBackBufferWidth, Common.graphics.PreferredBackBufferHeight), new Color(0, 0, 0, 150));
            }

            gameUI.Draw(_SpriteBatch, _GameTime);

            base.Draw(_SpriteBatch, _GameTime);
        }
Example #5
0
 public override void Draw(Color color)
 {
     // Drawing the buttons and text
     base.Draw(color);
     parallax.Draw();
     DrawText("Image", 300, 340, 14, Color.RED);
     DrawTexture(imgTexture, 300, 300, Color.WHITE);
     tank.Draw();
     DrawTexts();
     CheckText();
     DrawGeneralButtons();
     DrawTankButtons();
     DrawParallaxButtons();
     DrawText("You can click on the file locations to open it. \n\nClick start to go in the start menu \nand click the back button to go back.\n\n " +
              "You can also change the parallax background by going in\n backgrounds and going into one of the folders.\n\n " +
              "You can also change the tank \nsprite/bullet/barrel sprite by clicking on a image."
              , 100, GetScreenHeight() - 300, 14, textzColor);
 }
Example #6
0
        // Drawing the button and make it so the player can interact with it
        public override void Draw(Color color)
        {
            base.Draw(color);
            parallax.Draw();
            DrawText("You lose", (int)losePos.x + 75, (int)losePos.y, 16, Color.PINK);
            retryButton.DrawRecText(retryPos, retrySize, "Retry", 16, retryColor, Color.MAGENTA);
            quitButton.DrawRecText(quitPos, quitSize, "Quit", 16, quitColor, Color.MAGENTA);
            textBox.Draw(textboxPos, textboxSize, 4, Color.PINK, Color.GOLD, Color.MAGENTA);
            text.DrawTextAnimation($"Enter Player Name: {textBox.GetLetters()}/{textBox.GetMaxLetters()}", 14, Color.MAGENTA, (int)textboxPos.x, (int)textboxPos.y / 2, 0.08f, deltaTime);
            EditButton();
            // Interaction code with the button
            if (retryButton.isOnButton)
            {
                retryButton.collider.DrawRec(5, Color.PURPLE);
                retryColor = darkPurple;
            }
            else
            {
                retryColor = lightPurple;
            }
            if (retryButton.onClick)
            {
                ChangeLevel("01");
            }

            if (quitButton.isOnButton)
            {
                quitButton.collider.DrawRec(5, Color.PURPLE);
                quitColor = darkPurple;
            }
            else
            {
                quitColor = lightPurple;
            }
            if (quitButton.onClick)
            {
                Game.Close();
            }
            if (textBox.isOnTextBox && !textBox.clickedOnTextBox)
            {
                textBox.collider.DrawRec(4, Color.ORANGE);
            }
        }
Example #7
0
        //private bool tradeFlash = false;
        public override void Draw(GameTime gameTime)
        {
            Vector2     center = new Vector2(ScreenManager.Game.RenderWidth, ScreenManager.Game.RenderHeight) / 2f;
            SpriteBatch sb     = ScreenManager.SpriteBatch;

            ScreenManager.Game.GraphicsDevice.Clear(Color.Black);

            if (!_firstWave)
            {
                ScreenManager.Game.GraphicsDevice.Clear(new Color(37, 59, 89));

                sb.Begin(SpriteSortMode.Deferred, null, SamplerState.PointClamp, null, null);
                sb.Draw(ScreenManager.blankTexture, new Rectangle(0, (int)waterLevel - ((int)camera.Position.Y - ScreenManager.Game.RenderHeight / 2), ScreenManager.Game.RenderWidth, ((map.TileHeight * map.Height) + 10) - (int)waterLevel), null, new Color(0, 16, 65));
                sb.End();

                underwaterBGParallax.Draw(sb, camera.Position.Y);
                skyBGParallax.Draw(sb, camera.Position.Y);
                waterParallax.Draw(sb, false, camera.Position.Y);
                rocksParallax.Draw(sb, false, camera.Position.Y);
                cloudsParallax.Draw(sb, true, camera.Position.Y);

                particleController.Draw(sb, camera, map, 0);

                sb.Begin(SpriteSortMode.Deferred, null, SamplerState.PointClamp, null, null, null, camera.CameraMatrix);
                map.DrawLayer(sb, "fg", camera);
                playerShip.Draw(sb, map, ScreenManager.Font);
                sb.End();

                enemyController.Draw(sb, camera, map);

                particleController.Draw(sb, camera, map, 1);
                projectileController.Draw(sb, camera, map);
                powerupController.Draw(sb, camera, map);

                rocksParallax.Draw(sb, true, camera.Position.Y);
                cloudsParallax.Draw(sb, false, camera.Position.Y);

                sb.Begin(SpriteSortMode.Deferred, null, SamplerState.PointClamp, null, null);
                sb.Draw(ScreenManager.blankTexture,
                        new Rectangle(0,
                                      (int)waterLevel - ((int)camera.Position.Y - ScreenManager.Game.RenderHeight / 2) - 5,
                                      ScreenManager.Game.RenderWidth, ((map.TileHeight * map.Height) + 10) - (int)waterLevel), null,
                        Color.Black * 0.4f);
                sb.End();

                //sb.Begin(SpriteSortMode.Deferred, null, SamplerState.PointClamp, null, null);
                //Enemy head = EnemyController.Instance.Enemies.FirstOrDefault(en => en is Boss && ((Boss)en).Head);
                //if (head != null) sb.DrawString(ScreenManager.Font, head.Position.ToString(), Vector2.One * 10, Color.White);
                //sb.End();

                waterParallax.Draw(sb, true, camera.Position.Y);
            }

            if (_endOfWave)
            {
                sb.Begin(SpriteSortMode.Deferred, null, SamplerState.PointClamp, null, null);
                sb.Draw(ScreenManager.blankTexture, new Rectangle(0, 0, ScreenManager.Game.RenderWidth, ScreenManager.Game.RenderHeight), null, Color.White * _waveFade);
                if (_tradecost > 0 && !_trading && (Ship.Instance.PowerUpMeter > 0 || Ship.Instance.PowerUpLevel > 0))
                {
                    string tradetext = "Press fire to trade " + _tradecost + " power for health";
                    // sb.DrawString(ScreenManager.FontSmall, tradetext, center + new Vector2(0, -50) + Vector2.One, Color.Black * _waveFade, 0f, ScreenManager.FontSmall.MeasureString(tradetext) / 2,1f, SpriteEffects.None, 0);
                    sb.DrawString(ScreenManager.FontSmall, tradetext, center + new Vector2(0, -50), Color.DarkRed * _waveFade, 0f, ScreenManager.FontSmall.MeasureString(tradetext) / 2, 1f, SpriteEffects.None, 0);
                }


                int numdigits = GameController.Wave.ToString().Length;
                int wavepos   = -38 - 10 - (numdigits * 8);
                sb.Draw(text, center + new Vector2(wavepos, -16), new Rectangle(68, 66, 77, 32), Color.White * _waveFade);
                for (int i = 0; i < numdigits; i++)
                {
                    sb.Draw(text, center + new Vector2(wavepos + 77 + 10 + (i * 16), -16), new Rectangle(Convert.ToInt32(GameController.Wave.ToString().Substring(i, 1)) * 32, 116, 32, 32), Color.White * _waveFade);
                }
                sb.End();
            }

            if (_gameOver)
            {
                sb.Begin(SpriteSortMode.Deferred, null, SamplerState.PointClamp, null, null);
                sb.Draw(ScreenManager.blankTexture, new Rectangle(0, 0, ScreenManager.Game.RenderWidth, ScreenManager.Game.RenderHeight), null, Color.Black * 0.2f * _goFade);
                sb.Draw(text, center + new Vector2(-47, -32), new Rectangle(196, 0, 94, 65), Color.White * _goFade);
                sb.End();
            }

            hud.Draw(sb, new Viewport(0, 0, ScreenManager.Game.RenderWidth, ScreenManager.Game.RenderHeight), camera, !_endOfWave, ScreenManager.Font, (map.Width * map.TileWidth));

            //ScreenManager.FadeBackBufferToBlack(1f - TransitionAlpha);

            base.Draw(gameTime);
        }
Example #8
0
        /// <summary>
        /// This is to draw the Game Manager's Classes and Objects
        /// </summary>
        /// <param name="gameTime"><This is to check the run time./param>
        public override void Draw(GameTime gameTime)
        {
            spriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.PointWrap, null, null, null, camera.GetTransformation());
            {
                if (!levelLoaded)
                {
                    platformRectangles.RemoveRange(0, platformRectangles.Count);
                    platformList.RemoveRange(0, platformList.Count);
                    cEnemyList.RemoveRange(0, cEnemyList.Count);
                    sEnemyList.RemoveRange(0, sEnemyList.Count);
                    tEnemyList.RemoveRange(0, tEnemyList.Count);

                    SpawnBricks(level);

                    levelLoaded = true;
                }

                if (level <= 2)
                {
                    plainsParallax1Background.Draw(gameTime, spriteBatch);
                    plainsParallax2Background.Draw(gameTime, spriteBatch);
                    plainsParallax3Background.Draw(gameTime, spriteBatch);
                }
                if (level == 3)
                {
                    plainsParallax1Background.Draw(gameTime, spriteBatch);
                    plainsParallax2Background.Draw(gameTime, spriteBatch);
                    plainsParallax3Background.Draw(gameTime, spriteBatch);
                    villageParallax1Background.Draw(gameTime, spriteBatch);
                }
                if (level == 4)
                {
                    forestParallax1Background.Draw(gameTime, spriteBatch);
                    forestParallax2Background.Draw(gameTime, spriteBatch);
                    forestParallax3Background.Draw(gameTime, spriteBatch);
                }
                if (level >= 5)
                {
                    caveParallax1Background.Draw(gameTime, spriteBatch);
                    caveParallax2Background.Draw(gameTime, spriteBatch);
                    caveParallax3Background.Draw(gameTime, spriteBatch);
                }
                if ((level >= 1 && level <= 3) && !musicStarted)
                {
                    MediaPlayer.Stop();
                    MediaPlayer.Play(plainsvillagesSong);
                    musicStarted = true;
                }
                if (level == 4 && !musicStarted)
                {
                    MediaPlayer.Stop();
                    MediaPlayer.Play(forestSong);
                    musicStarted = true;
                }
                if ((level >= 5 && level <= 6) && !musicStarted)
                {
                    MediaPlayer.Stop();
                    MediaPlayer.Play(caveSong);
                    musicStarted = true;
                }
                if (level == 7 && !musicStarted)
                {
                    MediaPlayer.Stop();
                    MediaPlayer.Play(finalBossSong);
                    musicStarted = true;
                }

                foreach (Tile pm in platformList)
                {
                    pm.Draw(gameTime, spriteBatch);
                }
            }
            spriteBatch.End();

            // Draw the player and enemies.
            spriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.PointClamp, null, null, null, camera.GetTransformation());
            {
                player.Draw(gameTime, spriteBatch);

                foreach (Enemy ce in cEnemyList)
                {
                    ce.Draw(gameTime, spriteBatch);
                }
                foreach (Enemy se in sEnemyList)
                {
                    se.Draw(gameTime, spriteBatch);
                }
                foreach (Enemy te in tEnemyList)
                {
                    te.Draw(gameTime, spriteBatch);
                }
                if (BossCreated && !bhEnemy.Dead)
                {
                    bhEnemy.Draw(gameTime, spriteBatch);
                    bflEnemy.Draw(gameTime, spriteBatch);
                    bfrEnemy.Draw(gameTime, spriteBatch);
                }
            }
            spriteBatch.End();

            spriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.PointWrap, null, null);
            {
                spriteBatch.Draw(debugDotTexture, new Rectangle(15, 15, (int)(player._Mana.mana * 2), 10), Color.Red);

                if (BossCreated && !bhEnemy.Dead)
                {
                    spriteBatch.Draw(debugDotTexture, new Rectangle((int)myGame.WindowSize.X - (27 * 2), 15, (int)bhEnemy.Lives * 8, 10), Color.Purple);
                }
            }
            spriteBatch.End();

            spriteBatch.Begin();
            {
                if (bhEnemy.Dead)
                {
                    spriteBatch.DrawString(wintext, "Y O U  W I N ! ! !", new Vector2((myGame.WindowSize.X - wintext.MeasureString("Y O U  W I N ! ! !").X) / 2, 25), Color.OrangeRed);

                    timer -= gameTime.ElapsedGameTime.Milliseconds;

                    if (timer <= 0)
                    {
                        myGame.SetCurrentLevel(Game1.GameLevels.MENU);
                        timer = 10000;
                    }
                }
            }
            spriteBatch.End();

            // Debug Rectangles
            spriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.PointWrap, null, null, null, camera.GetTransformation());
            {
                /*
                 *      for (int i = 0; i < platformRectangles.Count; i++)
                 *      {
                 *              spriteBatch.Draw(debugDotTexture, new Rectangle((int)platformRectangles[i].X, (int)platformRectangles[i].Y, (int)platformRectangles[i].Width, 1), new Color(i % 2.2f, i % 2.1f, i % 2.0f));
                 *              spriteBatch.Draw(debugDotTexture, new Rectangle((int)platformRectangles[i].X + (int)platformRectangles[i].Width, (int)platformRectangles[i].Y, 1, (int)platformRectangles[i].Height), new Color(i % 2.2f, i % 2.1f, i % 2.0f));
                 *              spriteBatch.Draw(debugDotTexture, new Rectangle((int)platformRectangles[i].X, (int)platformRectangles[i].Y + (int)platformRectangles[i].Height, (int)platformRectangles[i].Width, 1), new Color(i % 2.2f, i % 2.1f, i % 2.0f));
                 *              spriteBatch.Draw(debugDotTexture, new Rectangle((int)platformRectangles[i].X, (int)platformRectangles[i].Y, 1, (int)platformRectangles[i].Height), new Color(i % 2.2f, i % 2.1f, i % 2.0f));
                 *      }
                 *      spriteBatch.Draw(debugDotTexture, new Rectangle((int)PlayerCollisions.X, (int)PlayerCollisions.Y, (int)PlayerCollisions.Width, 1), Color.Blue);
                 *      spriteBatch.Draw(debugDotTexture, new Rectangle((int)PlayerCollisions.X + (int)PlayerCollisions.Width, (int)PlayerCollisions.Y, 1, (int)PlayerCollisions.Height), Color.Red);
                 *      spriteBatch.Draw(debugDotTexture, new Rectangle((int)PlayerCollisions.X, (int)PlayerCollisions.Y + (int)PlayerCollisions.Height, (int)PlayerCollisions.Width, 1), Color.Green);
                 *      spriteBatch.Draw(debugDotTexture, new Rectangle((int)PlayerCollisions.X, (int)PlayerCollisions.Y, 1, (int)PlayerCollisions.Height), Color.Yellow);
                 *      spriteBatch.Draw(debugDotTexture, new Rectangle((int)bhEnemy.playerCollisions.X, (int)bhEnemy.playerCollisions.Y, (int)bhEnemy.playerCollisions.Width, 1), Color.Blue);
                 *      spriteBatch.Draw(debugDotTexture, new Rectangle((int)bhEnemy.playerCollisions.X + (int)bhEnemy.playerCollisions.Width, (int)bhEnemy.playerCollisions.Y, 1, (int)bhEnemy.playerCollisions.Height), Color.Red);
                 *      spriteBatch.Draw(debugDotTexture, new Rectangle((int)bhEnemy.playerCollisions.X, (int)bhEnemy.playerCollisions.Y + (int)bhEnemy.playerCollisions.Height, (int)bhEnemy.playerCollisions.Width, 1), Color.Green);
                 *      spriteBatch.Draw(debugDotTexture, new Rectangle((int)bhEnemy.playerCollisions.X, (int)bhEnemy.playerCollisions.Y, 1, (int)bhEnemy.playerCollisions.Height), Color.Yellow);
                 *      spriteBatch.Draw(debugDotTexture, new Rectangle((int)bfrEnemy.playerCollisions.X, (int)bfrEnemy.playerCollisions.Y, (int)bfrEnemy.playerCollisions.Width, 1), Color.Blue);
                 *      spriteBatch.Draw(debugDotTexture, new Rectangle((int)bfrEnemy.playerCollisions.X + (int)bfrEnemy.playerCollisions.Width, (int)bfrEnemy.playerCollisions.Y, 1, (int)bfrEnemy.playerCollisions.Height), Color.Red);
                 *      spriteBatch.Draw(debugDotTexture, new Rectangle((int)bfrEnemy.playerCollisions.X, (int)bfrEnemy.playerCollisions.Y + (int)bfrEnemy.playerCollisions.Height, (int)bfrEnemy.playerCollisions.Width, 1), Color.Green);
                 *      spriteBatch.Draw(debugDotTexture, new Rectangle((int)bfrEnemy.playerCollisions.X, (int)bfrEnemy.playerCollisions.Y, 1, (int)bfrEnemy.playerCollisions.Height), Color.Yellow);
                 *      spriteBatch.Draw(debugDotTexture, new Rectangle((int)bflEnemy.playerCollisions.X, (int)bflEnemy.playerCollisions.Y, (int)bflEnemy.playerCollisions.Width, 1), Color.Blue);
                 *      spriteBatch.Draw(debugDotTexture, new Rectangle((int)bflEnemy.playerCollisions.X + (int)bflEnemy.playerCollisions.Width, (int)bflEnemy.playerCollisions.Y, 1, (int)bflEnemy.playerCollisions.Height), Color.Red);
                 *      spriteBatch.Draw(debugDotTexture, new Rectangle((int)bflEnemy.playerCollisions.X, (int)bflEnemy.playerCollisions.Y + (int)bflEnemy.playerCollisions.Height, (int)bflEnemy.playerCollisions.Width, 1), Color.Green);
                 *      spriteBatch.Draw(debugDotTexture, new Rectangle((int)bflEnemy.playerCollisions.X, (int)bflEnemy.playerCollisions.Y, 1, (int)bflEnemy.playerCollisions.Height), Color.Yellow);
                 *      for (int i = 0; i < cEnemyList.Count; i++)
                 *      {
                 *              spriteBatch.Draw(debugDotTexture, new Rectangle((int)cEnemyList[i].playerCollisions.X, (int)cEnemyList[i].playerCollisions.Y, (int)cEnemyList[i].playerCollisions.Width, 1), Color.Blue);
                 *              spriteBatch.Draw(debugDotTexture, new Rectangle((int)cEnemyList[i].playerCollisions.X + (int)cEnemyList[i].playerCollisions.Width, (int)cEnemyList[i].playerCollisions.Y, 1, (int)cEnemyList[i].playerCollisions.Height), Color.Red);
                 *              spriteBatch.Draw(debugDotTexture, new Rectangle((int)cEnemyList[i].playerCollisions.X, (int)cEnemyList[i].playerCollisions.Y + (int)cEnemyList[i].playerCollisions.Height, (int)cEnemyList[i].playerCollisions.Width, 1), Color.Green);
                 *              spriteBatch.Draw(debugDotTexture, new Rectangle((int)cEnemyList[i].playerCollisions.X, (int)cEnemyList[i].playerCollisions.Y, 1, (int)cEnemyList[i].playerCollisions.Height), Color.Yellow);
                 *      }
                 *      for (int i = 0; i < tEnemyList.Count; i++)
                 *      {
                 *              spriteBatch.Draw(debugDotTexture, new Rectangle((int)tEnemyList[i].playerCollisions.X, (int)tEnemyList[i].playerCollisions.Y, (int)tEnemyList[i].playerCollisions.Width, 1), Color.Blue);
                 *              spriteBatch.Draw(debugDotTexture, new Rectangle((int)tEnemyList[i].playerCollisions.X + (int)tEnemyList[i].playerCollisions.Width, (int)tEnemyList[i].playerCollisions.Y, 1, (int)tEnemyList[i].playerCollisions.Height), Color.Red);
                 *              spriteBatch.Draw(debugDotTexture, new Rectangle((int)tEnemyList[i].playerCollisions.X, (int)tEnemyList[i].playerCollisions.Y + (int)tEnemyList[i].playerCollisions.Height, (int)tEnemyList[i].playerCollisions.Width, 1), Color.Green);
                 *              spriteBatch.Draw(debugDotTexture, new Rectangle((int)tEnemyList[i].playerCollisions.X, (int)tEnemyList[i].playerCollisions.Y, 1, (int)tEnemyList[i].playerCollisions.Height), Color.Yellow);
                 *      }
                 *      for (int i = 0; i < sEnemyList.Count; i++)
                 *      {
                 *              spriteBatch.Draw(debugDotTexture, new Rectangle((int)sEnemyList[i].playerCollisions.X, (int)sEnemyList[i].playerCollisions.Y, (int)sEnemyList[i].playerCollisions.Width, 1), Color.Blue);
                 *              spriteBatch.Draw(debugDotTexture, new Rectangle((int)sEnemyList[i].playerCollisions.X + (int)sEnemyList[i].playerCollisions.Width, (int)sEnemyList[i].playerCollisions.Y, 1, (int)sEnemyList[i].playerCollisions.Height), Color.Red);
                 *              spriteBatch.Draw(debugDotTexture, new Rectangle((int)sEnemyList[i].playerCollisions.X, (int)sEnemyList[i].playerCollisions.Y + (int)sEnemyList[i].playerCollisions.Height, (int)sEnemyList[i].playerCollisions.Width, 1), Color.Green);
                 *              spriteBatch.Draw(debugDotTexture, new Rectangle((int)sEnemyList[i].playerCollisions.X, (int)sEnemyList[i].playerCollisions.Y, 1, (int)sEnemyList[i].playerCollisions.Height), Color.Yellow);
                 *      }
                 *      for (int i = 0; i < mapSegments.Count; i++)
                 *      {
                 *              spriteBatch.Draw(debugDotTexture, new Rectangle((int)mapSegments[i].X, (int)mapSegments[i].Y, (int)mapSegments[i].Width, 1), Color.Blue);
                 *              spriteBatch.Draw(debugDotTexture, new Rectangle((int)mapSegments[i].X + (int)mapSegments[i].Width, (int)mapSegments[i].Y, 1, (int)mapSegments[i].Height), Color.Red);
                 *              spriteBatch.Draw(debugDotTexture, new Rectangle((int)mapSegments[i].X, (int)mapSegments[i].Y + (int)mapSegments[i].Height, (int)mapSegments[i].Width, 1), Color.Green);
                 *              spriteBatch.Draw(debugDotTexture, new Rectangle((int)mapSegments[i].X, (int)mapSegments[i].Y, 1, (int)mapSegments[i].Height), Color.Yellow);
                 *      }
                 */
            }
            spriteBatch.End();

            spriteBatch.Begin();
            {
                // To debug variables.
                //debugLabel.Draw(gameTime, spriteBatch);
            }
            spriteBatch.End();

            base.Draw(gameTime);
        }