Exemple #1
0
        protected override void Draw(GameTime gameTime)
        {
            switch (ApplicationData.CurrentScreen)
            {
            case ScreenType.Battle: battleScreen.Draw(GraphicsDevice, spriteBatch, Window.ClientBounds); break;

            case ScreenType.Start: startScreen.Draw(GraphicsDevice, spriteBatch); break;

            case ScreenType.GameOver: gameOverScreen.Draw(GraphicsDevice, spriteBatch); break;

            case ScreenType.ManageTeams: manageTeamScreen.Draw(GraphicsDevice, spriteBatch); break;

            case ScreenType.ManageCharacter: manageCharacterScreen.Draw(GraphicsDevice, spriteBatch); break;
            }

            base.Draw(gameTime);
        }
Exemple #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.Black);
            base.Draw(gameTime);

            _spriteBatch.Begin(transformMatrix: _mainCamera.GetViewMatrix(), samplerState: SamplerState.LinearClamp,
                               blendState: BlendState.AlphaBlend);

            switch (_gameScreen)
            {
            case GameScreen.HomeScreen:
                _homeScreen.Draw(_spriteBatch);
                break;

            case GameScreen.CinematicScreen:
                _cinematicScreen.Draw(_spriteBatch);
                break;

            case GameScreen.InstructionsScreen:
                _instructionScreen.Draw(_spriteBatch);
                break;

            case GameScreen.MainScreen:
                _mainScreen.Draw(_spriteBatch);
                break;

            case GameScreen.GameOverScreen:
                _gameOverScreen.Draw(_spriteBatch);
                break;

            default:
                throw new ArgumentOutOfRangeException();
            }

            _screenFader.Draw(_spriteBatch);

            _spriteBatch.End();

            if (_drawDebug)
            {
                DrawDebug();
            }
        }
Exemple #3
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(new Color(31, 31, 31));

            spriteBatch.Begin();

            switch (_state)
            {
            case CGameState.MainScreen:
                _mainscreen.Draw(spriteBatch);
                break;

            case CGameState.CreditsScreen:
                _creditsScreen.Draw(spriteBatch);
                break;

            case CGameState.Playing:
                _background_manager.Draw(spriteBatch);
                _portal_manager.Draw(spriteBatch);
                _bullet_manager.Draw(spriteBatch);
                _enemy_managers.Values
                .ToList()
                .ForEach(x => x.Draw(spriteBatch));
                _player.Draw(spriteBatch);
                _energy_storage_manager.Draw(spriteBatch);
                _bullet_hits_enemy.Draw(spriteBatch);
                _powerup_manager.Draw(spriteBatch);

                break;

            case CGameState.Gameover:
                _gameoverscreen.Draw(spriteBatch);
                break;
            }

            spriteBatch.End();


            base.Draw(gameTime);
        }
Exemple #4
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.Black);

            if (_currentState != GameState.Playing)
            {
                _spriteBatch.Begin();
            }

            switch (_currentState)
            {
            case GameState.IntroScreen:
                _introScreen.Draw(gameTime, _spriteBatch);
                break;

            case GameState.MainMenu:
                _mainMenu.Draw(gameTime, _spriteBatch);
                break;

            case GameState.Playing:
                if (_overworld != null)
                {
                    _overworld.Draw(GraphicsDevice, gameTime, _spriteBatch, Window.ClientBounds);
                }
                break;

            case GameState.LoadGame:
                _loadscreen.Draw(gameTime, _spriteBatch);
                break;

            case GameState.Options:
                _options.Draw(gameTime, _spriteBatch);
                break;

            case GameState.Credits:
                _credits.Draw(gameTime, _spriteBatch);
                break;

            case GameState.LoadingGame:
            case GameState.NewGame:
                _loadingScreen.Draw(gameTime, _spriteBatch);
                break;

            case GameState.HowToPlay:
                _howToPlay.Draw(gameTime, _spriteBatch);
                break;

            case GameState.GameOver:
                _gameOver.Draw(gameTime, _spriteBatch);
                break;

            case GameState.Saving:
                _savescreen.Draw(gameTime, _spriteBatch);
                break;
            }

            if (_currentState != GameState.Playing)
            {
                _spriteBatch.End();
            }

            base.Draw(gameTime);
        }
Exemple #5
0
 private void GameOver()
 {
     GameOverScreen.Draw();
     GameOverScreen.BackToTitleScreen();
 }