public override void Draw(GameTime gameTime) { SpriteBatch spriteBatch = ScreenManager.SpriteBatch; SpriteFont font = ScreenManager.Font; // Darken down any other screens that were drawn beneath the popup. ScreenManager.FadeBackBufferToBlack(TransitionAlpha * 4 / 3); // Fade the popup alpha during transitions. Color color = Color.White * TransitionAlpha; spriteBatch.Begin(); spriteBatch.Draw(background, new Rectangle(0, 0, background.Width, background.Height), color); spriteBatch.Draw(menuTitle, new Rectangle(400 - (menuTitle.Width / 2), 100, menuTitle.Width, menuTitle.Height), color); int y = 0; if (got == gameOverType.COMPLETE) { spriteBatch.Draw(gameOver, new Rectangle(400 - gameOver.Width / (2 * 2), 200, gameOver.Width / 2, gameOver.Height / 2), color); } else { spriteBatch.Draw(gameOver, new Rectangle(400 - gameOver.Width / (2 * 2), 200, gameOver.Width / 2, gameOver.Height / 2), color); } spriteBatch.End(); exitButton.Draw(spriteBatch); mouse.Draw(spriteBatch); }
public void Draw(SpriteBatch spriteBatch) { _mouse.Draw(spriteBatch); if (bulletList != null) { foreach (Bullet b in bulletList) { b.Draw(spriteBatch); } } pSprite.Draw(spriteBatch, _playerPos, _playerRot); spriteBatch.Begin(); spriteBatch.Draw(_healthIn, new Rectangle(10, 10, _healthIn.Width / 2, _healthIn.Height / 2), Color.Gray); spriteBatch.Draw(_healthIn, new Rectangle(10, 10, (int)(_healthIn.Width / 2 * ((double)_health / 100)), _healthIn.Height / 2), Color.Red); spriteBatch.Draw(_healthOut, new Rectangle(10, 10, _healthOut.Width / 2, _healthOut.Height / 2), Color.White); spriteBatch.End(); }
public override void Draw(GameTime gameTime) { SpriteBatch spriteBatch = ScreenManager.SpriteBatch; SpriteFont font = ScreenManager.Font; ScreenManager.FadeBackBufferToBlack(TransitionAlpha * 0.6f); Color color = Color.White * TransitionAlpha; spriteBatch.Begin(); spriteBatch.Draw(gradientTexture, new Rectangle((400 - gradientTexture.Width / 2), 200, gradientTexture.Width, gradientTexture.Height), color); spriteBatch.End(); mouse.Draw(spriteBatch); }
public override void Draw(GameTime gameTime) { SpriteBatch spriteBatch = ScreenManager.SpriteBatch; SpriteFont font = ScreenManager.Font; // Fade the popup alpha during transitions. Color color = Color.White * TransitionAlpha; spriteBatch.Begin(); spriteBatch.Draw(zombie, new Rectangle(0, 10, zombie.Width, zombie.Height), Color.White); spriteBatch.Draw(title, new Rectangle((800 / 2) - (title.Width / 2), 120, title.Width, title.Height), Color.White); spriteBatch.End(); easyButton.Draw(spriteBatch); hardButton.Draw(spriteBatch); mouse.Draw(spriteBatch); }
public override void Draw(GameTime gameTime) { GraphicsDevice graphics = ScreenManager.GraphicsDevice; SpriteBatch spriteBatch = ScreenManager.SpriteBatch; spriteBatch.Begin(); spriteBatch.Draw(zombie, new Rectangle(0, 10, zombie.Width, zombie.Height), Color.White); spriteBatch.Draw(title, new Rectangle(800 / 2 - title.Width / 2, 100, title.Width, title.Height), Color.White); spriteBatch.DrawString(font, name, new Vector2(800 / 2 - name.Length * 8, 300), Color.White); spriteBatch.End(); contButton.Draw(spriteBatch); mouse.Draw(spriteBatch); }
public override void Draw(GameTime gameTime) { GraphicsDevice graphics = ScreenManager.GraphicsDevice; SpriteBatch spriteBatch = ScreenManager.SpriteBatch; SpriteFont font = ScreenManager.Font; spriteBatch.Begin(); spriteBatch.Draw(background, new Rectangle(0, 10, background.Width, background.Height), Color.White); spriteBatch.Draw(title, new Rectangle(800 / 2 - title.Width / 2, 100, title.Width, title.Height), Color.White); spriteBatch.Draw(instructions, new Rectangle(400 - instructions.Width / 2, 200, instructions.Width, instructions.Height), Color.White); spriteBatch.End(); exitButton.Draw(spriteBatch); mouse.Draw(spriteBatch); player.DrawSimple(spriteBatch); }
public override void Draw(GameTime gameTime) { SpriteBatch spriteBatch = ScreenManager.SpriteBatch; SpriteFont font = ScreenManager.Font; ScreenManager.FadeBackBufferToBlack(TransitionAlpha * 4 / 3); Color color = Color.White * TransitionAlpha; int diffBonus; if (gameDiff == GameDifficulty.EASY_MODE) { diffBonus = 1; } else { diffBonus = 2; } int totalScore = score + ((10 * lives) * diffBonus); player.score = totalScore; String scoreString = String.Format("Level Score : {0:00}" + "\nLives Left : {1:00}" + "\nDifficulty Bonus : {2:00}" + "\n\nTOTAL SCORE : {3:00}" , score, lives, diffBonus, totalScore); spriteBatch.Begin(); spriteBatch.Draw(background, new Rectangle(0, 10, background.Width, background.Height), color); spriteBatch.DrawString(font, scoreString, new Vector2(800 / 2 - 150, 250), Color.White); spriteBatch.Draw(gameOver, new Rectangle(800 / 2 - gameOver.Width / 2, 100, gameOver.Width, gameOver.Height), color); spriteBatch.End(); exitButton.Draw(spriteBatch); mouse.Draw(spriteBatch); }
public override void Draw(GameTime gameTime) { SpriteBatch spriteBatch = ScreenManager.SpriteBatch; SpriteFont font = ScreenManager.Font; ScreenManager.FadeBackBufferToBlack(TransitionAlpha * 4 / 3); Color color = Color.White * TransitionAlpha; spriteBatch.Begin(); spriteBatch.DrawString(font, "#", new Vector2(200, 200), Color.White); spriteBatch.DrawString(font, "Name", new Vector2(360, 200), Color.White); spriteBatch.DrawString(font, "Score", new Vector2(520, 200), Color.White); Color c = Color.White; for (int i = 0; i < 10; i++) { int y = 220 + (i + 1) * 25; int j = i + 1; if (p != null && p.score == highScores.scores[i] && p.name == highScores.names[i]) { c = Color.Red; } else { c = Color.White; } spriteBatch.DrawString(font, j.ToString(), new Vector2(200, y), c); spriteBatch.DrawString(font, highScores.names[i].ToUpper(), new Vector2(360, y), c); spriteBatch.DrawString(font, highScores.scores[i].ToString(), new Vector2(520, y), c); } spriteBatch.Draw(zombie, new Rectangle(0, 10, zombie.Width, zombie.Height), Color.White); spriteBatch.Draw(banner, new Rectangle((800 / 2) - (banner.Width / 2), 100, banner.Width, banner.Height), Color.White); spriteBatch.End(); exitButton.Draw(spriteBatch); mouse.Draw(spriteBatch); }
public override void Draw(GameTime gameTime) { SpriteBatch spriteBatch = ScreenManager.SpriteBatch; SpriteFont font = ScreenManager.Font; // Fade the popup alpha during transitions. Color color = Color.White * TransitionAlpha; spriteBatch.Begin(); spriteBatch.Draw(zombie, new Rectangle(0, 10, zombie.Width, zombie.Height), Color.White); spriteBatch.End(); highscoresButton.Draw(spriteBatch); newGameButton.Draw(spriteBatch); exitButton.Draw(spriteBatch); helpButton.Draw(spriteBatch); mouse.Draw(spriteBatch); }