Example #1
0
 public override void Draw(GameTime gameTime, SpriteBatch spriteBatch)
 {
     base.Draw(gameTime, spriteBatch);
     if (label != null)
     {
         label.Draw(gameTime, spriteBatch);
     }
 }
Example #2
0
 public override void Draw(GameTime gameTime, Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch)
 {
     base.Draw(gameTime, spriteBatch);
     if (drawSaveText)
     {
         saveText.Position = new Vector2((GameEnvironment.Screen.X - saveText.Size.X) / 2, 0);
         saveText.Draw(gameTime, spriteBatch);
     }
 }
Example #3
0
 public override void Draw(GameTime gameTime, SpriteBatch spriteBatch)
 {
     if (!Visible)
     {
         return;
     }
     container.Draw(gameTime, spriteBatch);
     text.Draw(gameTime, spriteBatch);
 }
    public override void Draw(GameTime gameTime, SpriteBatch spriteBatch)
    {
        GameEnvironment.GameStateManager.GetGameState("playingState").Draw(gameTime, spriteBatch);

        //Draw the black fade-out square
        spriteBatch.Begin();
        base.Draw(gameTime, spriteBatch);
        spriteBatch.Draw(black.SpriteSheet.Sprite, new Rectangle(0, 0, GameEnvironment.Screen.X, GameEnvironment.Screen.Y), Color.White * fader);
        spriteBatch.End();

        //switch to 3D drawing
        spriteBatch.GraphicsDevice.BlendState        = BlendState.AlphaBlend;
        spriteBatch.GraphicsDevice.DepthStencilState = DepthStencilState.Default;

        fader += (float)gameTime.ElapsedGameTime.TotalSeconds;

        //Draw the "End." text on screen after 3 seconds
        if (fader > 3)
        {
            text.Position = new Vector2(GameEnvironment.Screen.X / 2 - 10, GameEnvironment.Screen.Y / 2 - 10);
            text.Draw(gameTime, spriteBatch);
        }

        //Play the gunshot sound after 3 seconds
        if (fader > 3 && !gunShotSound)
        {
            foreach (Sound sound in MusicPlayer.SoundEffect)
            {
                if (sound.Name == "GunShot")
                {
                    sound.PlaySound();  //TODO: 1x afspelen
                }
            }
            gunShotSound = true;
        }

        //Switch to the credit state after 6 seconds
        if (fader > 6)
        {
            fader = 0;
            foreach (Sound sound in MusicPlayer.Music)
            {
                sound.PlaySound();
            }
            GameEnvironment.GameStateManager.SwitchTo("creditState");
        }
    }
    /// <summary>
    /// Draws the GameObjects of the list
    /// </summary>
    /// <param name="gameTime">The object used for reacting to timechanges</param>
    /// <param name="spriteBatch">The SpriteBatch</param>
    public override void Draw(GameTime gameTime, SpriteBatch spriteBatch)
    {
        foreach (GameObject gameObject in gameObjects)
        {
            if (gameObject is Object3D)
            {
                Object3D gameObject3D = gameObject as Object3D;
                if (gameObject3D.Model != null)
                {
                    gameObject3D.DrawCamera(player);
                    gameObject3D.Draw(gameTime, spriteBatch);
                }
            }

            else if (gameObject is GameObjectGrid)
            {
                GameObjectGrid gameObjectGrid = gameObject as GameObjectGrid;
                foreach (GameObject obj in gameObjectGrid.Objects)
                {
                    if (obj is Object3D)
                    {
                        Object3D gameObject3D = obj as Object3D;
                        if (gameObject3D.Model != null)
                        {
                            gameObject3D.DrawCamera(player);
                            gameObject3D.Draw(gameTime, spriteBatch);
                        }
                    }
                }
            }
            else
            {
                gameObject.Draw(gameTime, spriteBatch);
            }
        }

        if (isOnExit && !NoteInVicinity)
        {
            exitText.Draw(gameTime, spriteBatch);
            isOnExit = false;
        }
        else if (NoteInVicinity)
        {
            noteText.Draw(gameTime, spriteBatch);
        }
    }
Example #6
0
    protected override void Draw(GameTime gameTime)
    {
        base.Draw(gameTime);
        spriteBatch.Begin();
        physicscounter.Draw(gameTime, spriteBatch);
        framecounter.Draw(gameTime, spriteBatch);
        spriteBatch.End();

        frames++;
        if (time <= 0)
        {
            time = 1;
            framecounter.Text = frames.ToString();
            frames            = 0;
        }
        else
        {
            time -= gameTime.ElapsedGameTime.TotalSeconds;
        }
    }
Example #7
0
    public override void Draw(GameTime gameTime, SpriteBatch spriteBatch)
    {
        if (escDown)
        {
            credits.Position -= new Vector2(0, (float)gameTime.ElapsedGameTime.TotalMilliseconds / 6);
        }
        else
        {
            credits.Position -= new Vector2(0, (float)gameTime.ElapsedGameTime.TotalMilliseconds / 16);
        }

        credits.Draw(gameTime, spriteBatch);

        timer += (float)gameTime.ElapsedGameTime.TotalSeconds;

        if (credits.Position.Y < -1400)
        {
            credits.Position = new Vector2(100, GameEnvironment.Screen.Y * 2);
            GameEnvironment.GameStateManager.SwitchTo("titleScreenState");
        }
    }
Example #8
0
 public override void Draw(GameTime gameTime, Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch)
 {
     text.Draw(gameTime, spriteBatch);
     base.Draw(gameTime, spriteBatch);
 }
Example #9
0
 public override void Draw(GameTime gameTime, SpriteBatch spriteBatch)
 {
     base.Draw(gameTime, spriteBatch);
     label.Draw(gameTime, spriteBatch);
 }
Example #10
0
 public override void Draw(GameTime gameTime, SpriteBatch spriteBatch)
 {
     totalBall.Draw(gameTime, spriteBatch);
     base.Draw(gameTime, spriteBatch);
 }
Example #11
0
 public override void Draw(GameTime gameTime, SpriteBatch spriteBatch)
 {
     base.Draw(gameTime, spriteBatch);
     box.Draw(gameTime, spriteBatch);
     descritption.Draw(gameTime, spriteBatch);
 }