public void DrawFrame(SpriteBatch spriteBatch, MovingBackgroundAnimation backgroundAnimation, float elapsedGameTime, int screenHeight, int screenWidth, SpriteFont arialFont28) { backgroundAnimation.DrawFrame(elapsedGameTime, screenHeight); spriteBatch.Begin(); spriteBatch.DrawString(arialFont28, "It seems you died...", new Vector2((screenWidth / 2) - 160, (screenHeight / 2) - 300), Color.Red); spriteBatch.End(); upgradeButton.DrawButton(); exitButton.DrawButton(); }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { //graphics.PreferredBackBufferWidth = GraphicsDevice.DisplayMode.Width; //graphics.PreferredBackBufferHeight = GraphicsDevice.DisplayMode.Height; //graphics.IsFullScreen = true; //graphics.ApplyChanges(); //graphics.PreferredBackBufferWidth = 1200; // set this value to the desired width of your window //graphics.PreferredBackBufferHeight = 800; // set this value to the desired height of your window graphics.PreferredBackBufferWidth = 1920; graphics.PreferredBackBufferHeight = 1080; graphics.ApplyChanges(); //Took it out as debugging is somehow hard with this! //graphics.ToggleFullScreen(); screenWidth = GraphicsDevice.Viewport.Width; screenHeight = GraphicsDevice.Viewport.Height; //this.Window.AllowUserResizing = true; //this.Window.Position = new Point(((GraphicsDevice.DisplayMode.Width / 2) - screenWidth /2), ((GraphicsDevice.DisplayMode.Height / 2) - screenHeight / 2)); //Create and Load Player player = new PlayerClass(); initialPlayerPosition = new Vector2(screenWidth / 2, screenHeight - 200); //Create the Background backgroundAnimation = new MovingBackgroundAnimation(); //Create Start Menu Screen startMenuScreen = new StartMenuScreen(); gameOverScreen = new GameOverScreen(); upgradeMenuScreen = new UpgradeMenuScreen(); //Load Event Listener //Enemy Destroyed Listener //enemyDAL = new EnemyDestroyedAnimationListener(); TouchPanel.EnabledGestures = GestureType.FreeDrag; enemies = new List <EnemyClass>(); spawnTimeCounter = 0; enemySpawnTime = 2.0f; random = new Random(); base.Initialize(); }