protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); // Draw game and menu game.Draw(spriteBatch); menu.Draw(spriteBatch); // Draw speed text specifically by converting the float to an int with a 10% safety marginal and then converting it back to float and divide it by 10, creating a clean, one decimal, float (visually). menu.Pages[3].Buttons[1].Text[0] = "Speed: " + (float)(int)(options.Speed * 10.1f) / 10; // If play screen if (menu.PageSelection == 1) { // Look if mouse intersects pause button, if it does, change color from gray to white if (input.MousePointer.Intersects(pauseButton)) { spriteBatch.Draw(pauseButtonTexture, pauseButton = new Rectangle(0, 0, pauseButtonTexture.Width, pauseButtonTexture.Height), Color.White); } else { spriteBatch.Draw(pauseButtonTexture, pauseButton = new Rectangle(0, 0, pauseButtonTexture.Width, pauseButtonTexture.Height), Color.Gray); } } // If highscore page, draw the highscore list if (menu.PageSelection == 2) { saveFile.Draw(spriteBatch, scoreBoardFont); } // If mouse moves, make it 100% visible and reset timer to 2 seconds if (input.MousePointer != input.PreviousMousePosition) { mouseVisibility = 1f; mouseTimer = 2000; } // If mouse does not move, make the 2 second timer count downwards, until it reaches zero, that's when mouse visibility gets reduced by 16% every game tick else { mouseTimer -= (float)gameTime.ElapsedGameTime.TotalMilliseconds; if (mouseTimer < 0) { mouseVisibility /= 1.16f; } } // Draw the mouse with it's visibility (on top of everything else) input.DrawMouse(spriteBatch, mouseTexture, mouseVisibility); spriteBatch.End(); base.Draw(gameTime); }
public static void Draw(AD2SpriteBatch sb) { switch (GState) { case State.Title: Title.Draw(sb); break; case State.CharSelect: CharSelect.Draw(sb); break; case State.InGame: InGame.Draw(sb); break; } //Utils.DefaultFont.Draw(sb, LastDelta.IsRunningSlowly ? "SLOW!" : "", 100, 1, Color.BlanchedAlmond, 1, true); }