Example #1
0
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.White);
            spriteBatch.Begin();

            player.Draw(spriteBatch);
            map.Draw(spriteBatch);

            // Option One (if you have integer size and coordinates)
            //spriteBatch.Draw(rectangle, new Rectangle((int)pos.X, 20, 30, 30), Color.White);

            // Option Two (if you have floating-point coordinates)
            //spriteBatch.Draw(whiteRectangle, new Vector2(10f, 20f), null,
            //        Color.Chocolate, 0f, Vector2.Zero, new Vector2(80f, 30f),
            //        SpriteEffects.None, 0f);

            spriteBatch.End();

            base.Draw(gameTime);
        }
Example #2
0
        /// <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)
        {
            GraphicsDevice.Clear(Color.White);

            // TODO: Add your drawing code here
            spriteBatch.Begin();

            if (!_player.Active)
            {
                spriteBatch.DrawString(font, "You died!", new Vector2(200, 200), Color.Red);
            }
            else
            {
                _player.Draw(spriteBatch);

                foreach (var b in Bullets)
                {
                    b.Draw(spriteBatch);
                }

                foreach (var e in enemies)
                {
                    e.Draw(spriteBatch);
                }
                ;

                foreach (var b in EnemyBullets)
                {
                    b.Draw(spriteBatch);
                }

                spriteBatch.DrawString(font, "Health: " + _player.Health.ToString(), new Vector2(20, 20), Color.Blue);
            }

            spriteBatch.DrawString(font, "Score: " + Score.ToString(), new Vector2(GraphicsDevice.Viewport.TitleSafeArea.Width - 100, 20), Color.Blue);

            spriteBatch.End();

            base.Draw(gameTime);
        }