private static void Main() { Application.EnableVisualStyles(); Application.SetCompatibleTextRenderingDefault(false); RenderTarget renderTarget = RenderTarget.Create(); renderTarget.Window.Icon = Icon.ExtractAssociatedIcon(Application.ExecutablePath); renderTarget.Window.Title = "Flying Bird"; renderTarget.Window.CursorVisibility = true; renderTarget.Window.SurfaceLayout = new SurfaceLayout(true, false, true); SGL.Initialize(); SGL.Components.Get <GraphicsDevice>().ClearColor = Color.FromArgb(255, 128, 197, 205); }
/// <summary> /// Zeichnen der Elemente /// </summary> /// <param name="spriteBatch"></param> /// <param name="gameTime"></param> public override void Draw(SpriteBatch spriteBatch, GameTime gameTime) { switch (SceneMode) { case SceneMode.FirstStart: text = "Bereit?"; gameScene.Draw(spriteBatch, gameTime); break; case SceneMode.Paused: text = "Pausiert"; break; case SceneMode.WonLost: break; case SceneMode.Scored: text = "Bereit?"; gameScene.Draw(spriteBatch, gameTime); break; default: break; } font = new Font("Arial", 50, TypefaceStyle.Bold); position = new Vector2() { X = (graphicsDevice.BackBuffer.Width - spriteBatch.MeasureString(text, font).X) / 2, Y = 100 }; color = Color.White; spriteBatch.DrawString(text, font, position, color); }
/// <summary> /// Creates a new DamageIndicator. /// </summary> /// <param name="position">The Position.</param> /// <param name="score">The Score.</param> /// <param name="color">The Color.</param> private void CreateScoreIndicator(Vector2 position, int score, Color color) { var indicator = new ScoreIndicator {Position = position, Score = score, Color = color}; _scoreIndicators.Add(indicator); }