Exemple #1
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.CornflowerBlue);

            spriteBatch.Begin();

            // draw game objects
            burger.Draw(spriteBatch);
            foreach (TeddyBear bear in bears)
            {
                bear.Draw(spriteBatch);
            }
            foreach (Projectile projectile in projectiles)
            {
                projectile.Draw(spriteBatch);
            }
            foreach (Explosion explosion in explosions)
            {
                explosion.Draw(spriteBatch);
            }

            // draw score and health

            spriteBatch.End();

            base.Draw(gameTime);
        }
        /// <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.CornflowerBlue);

            spriteBatch.Begin();

            // draw game objects
            burger.Draw(spriteBatch);
            foreach (TeddyBear bear in bears)
            {
                bear.Draw(spriteBatch);
            }
            foreach (Projectile projectile in projectiles)
            {
                projectile.Draw(spriteBatch);
            }
            foreach (Explosion explosion in explosions)
            {
                explosion.Draw(spriteBatch);
            }

            // draw score and health
            spriteBatch.DrawString(font, healthString, GameConstants.HEALTH_LOCATION, Color.White);
            spriteBatch.DrawString(font, scoreString, GameConstants.SCORE_LOCATION, Color.White);

            spriteBatch.End();

            base.Draw(gameTime);
        }
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(Color.CornflowerBlue);

            spriteBatch.Begin();

            // draw game objects
            burger.Draw(spriteBatch);

            //spriteBatch.DrawLine(new Vector2(0, GameConstants.WindowHeight / 2), new Vector2(GameConstants.WindowWidth, GameConstants.WindowHeight / 2), Color.Red,1f);
            //spriteBatch.DrawLine(new Vector2(GameConstants.WindowWidth / 2, GameConstants.WindowHeight), new Vector2(GameConstants.WindowWidth / 2, 0), Color.Black, 1f);
            //spriteBatch.DrawLine(new Vector2(GameConstants.WindowWidth / 2, GameConstants.WindowHeight), new Vector2(GameConstants.WindowWidth / 2, 0), Color.Red);
            //spriteBatch.DrawLine(new Vector2(0, GameConstants.WindowHeight / 2),new Vector2(GameConstants.WindowWidth,GameConstants.WindowHeight/2), Color.Red);

            foreach (TeddyBear bear in bears)
            {
                bear.Draw(spriteBatch);
            }
            foreach (Projectile projectile in projectiles)
            {
                projectile.Draw(spriteBatch);
            }
            foreach (Explosion explosion in explosions)
            {
                explosion.Draw(spriteBatch);
            }

            // draw score and health

            spriteBatch.End();

            base.Draw(gameTime);
        }
Exemple #4
0
 void DibujarExplosiones(SpriteBatch spriteBatch)
 {
     try
     {
         foreach (AnimacionElementos explosion in explosiones)
         {
             explosion.Draw(spriteBatch);
         }
     }
     catch (Exception) { }
 }
Exemple #5
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.LightSlateGray);

            spriteBatch.Begin();

            // draw game objects
            if (burger != null)
            {
                burger.Draw(spriteBatch);
            }

            if (bears.Any())
            {
                foreach (TeddyBear bear in bears)
                {
                    bear.Draw(spriteBatch);
                }
            }

            foreach (Projectile projectile in projectiles)
            {
                projectile.Draw(spriteBatch);
            }
            foreach (Explosion explosion in explosions)
            {
                explosion.Draw(spriteBatch);
            }

            //   draw score, health, g/o
            foreach (Message message in messages)
            {
                if (!burgerDead)
                {
                    message.Draw(spriteBatch, Color.Wheat);
                }
            }
            if (burgerDead)
            {
                eventMessage.Draw(spriteBatch, Color.Red);
                foreach (Message message in messages)
                {
                    message.Draw(spriteBatch, Color.Beige);
                }
            }


            //alt way
            //spriteBatch.DrawString(font,scoreString, GameConstants.ScoreLocation, Color.Wheat);

            spriteBatch.End();

            base.Draw(gameTime);
        }
Exemple #6
0
        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        // The student will complete this function as part of an activity
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.SkyBlue);

            spriteBatch.Begin();

            // draw the smoke sprayer
            if (smokeSprayer != null)
            {
                smokeSprayer.Draw(spriteBatch);
            }

            // draw all active smoke shots
            foreach (Sprite smokeShot in smokeShots)
            {
                smokeShot.Draw(spriteBatch);
            }

            // draw all active bee shots
            foreach (Sprite beeShot in beeShots)
            {
                beeShot.Draw(spriteBatch);
            }

            // draw all active bees
            foreach (Sprite bee in bees)
            {
                bee.Draw(spriteBatch);
            }

            // draw all remaining hive sections
            foreach (Sprite hiveSection in hiveSections)
            {
                hiveSection.Draw(spriteBatch);
            }

            if (gameOver == true)
            {
                if (Won == true)
                {
                    spriteBatch.DrawString(gameFont, "You win!!!", new Vector2(20, 20), Color.Black);
                }
                if (Won == false)
                {
                    spriteBatch.DrawString(gameFont, "You lose!!!", new Vector2(20, 20), Color.Black);
                }

                spriteBatch.DrawString(gameFont, displayMessage, new Vector2(20, 40), Color.Black);

                GamePadState CurrentGamePadState = GamePad.GetState(PlayerIndex.One);
                if (CurrentGamePadState.IsConnected == false)
                {
                    spriteBatch.DrawString(gameFont, "Press SPACE to try again!", new Vector2(20, 60), Color.Black);
                }
                if (CurrentGamePadState.IsConnected == true)
                {
                    spriteBatch.DrawString(gameFont, "Press A to try again!", new Vector2(20, 60), Color.Black);
                }
            }

            spriteBatch.End();

            base.Draw(gameTime);
        }