public static void Draw() { Graphics g = __Buffer.Graphics; //Background g.Clear(Color.Black); //g.DrawRectangle(Pens.White, new Rectangle(50, 50, 200, 200)); //g.FillEllipse(Brushes.Red, new Rectangle(100, 50, 70, 120)); foreach (var game_object in __GameObjects) { game_object?.Draw(g); } //if (__Bullet != null) // __Bullet.Draw(g); - эквивалент __Spaceship.Draw(g); //__Bullet?.Draw(g); __Bullets.ForEach(bullet => bullet.Draw(g)); if (!__Timer.Enabled) { return; } __Buffer.Render(); }
public void Run() { const int NUM_ENEMIES = 4; ConsoleKeyInfo userkey; Spaceship ship = new Spaceship(); MovingBackground back = new MovingBackground(); Scoreboard sb = new Scoreboard(); Enemy[] enemies = new Enemy[NUM_ENEMIES]; enemies[0] = new EnemyLevel1(); enemies[1] = new EnemyLevel2(); enemies[2] = new EnemyLevel3(); enemies[3] = new EnemyLevel4(); Mothership ms = new Mothership(); PlayerShot shot1 = new PlayerShot(20, 10); EnemyShot shot2 = new EnemyShot(15, 1); while (true) { // Update elements position and appearance back.Update(); ms.Update(); ship.Update(); foreach (Enemy e in enemies) { e.Update(); } shot1.Update(); shot2.Update(); // Screen update Console.Clear(); back.Draw(); sb.Draw(); ms.Draw(); ship.Draw(); foreach (Enemy e in enemies) { e.Draw(); } shot1.Draw(); shot2.Draw(); // Get user input userkey = Console.ReadKey(true); switch (userkey.Key) { case ConsoleKey.A: ship.MoveLeft(); break; case ConsoleKey.D: ship.MoveRight(); break; case ConsoleKey.Escape: return; } } }
public override void Draw(SpriteBatch spriteBatch, GameTime gameTime) { base.Draw(spriteBatch, gameTime); _bullets.ForEach(bullet => bullet.Draw(spriteBatch, gameTime)); _asteroids.ForEach(ass => ass.Draw(spriteBatch, gameTime)); _spaceship.Draw(spriteBatch, gameTime); spriteBatch.DrawString(_font, MainText + _score, new Vector2(10, 10), Color.White); }
public override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); spriteBatch.Draw(background, Vector2.Zero, Color.White); spriteBatch.End(); // Set render states. GraphicsDevice.BlendState = BlendState.Opaque; GraphicsDevice.RasterizerState = RasterizerState.CullCounterClockwise; GraphicsDevice.DepthStencilState = DepthStencilState.Default; GraphicsDevice.SamplerStates[0] = SamplerState.LinearWrap; spaceship.Draw(); base.Draw(gameTime); }