/// <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(); background.drawme(ref spriteBatch); spriteBatch.End(); switch (gamestate) { case -1: drawmenu(); break; case 0: drawgame(); break; case 1: drawoptions(); break; case 2: drawhighscore(); break; default: this.Exit(); break; } 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(); background.drawme(ref spriteBatch); if (gameover) { gameoverimage.drawme(ref spriteBatch); } spriteBatch.DrawString(mainfont, "Screen Resoloution" + displaywidth.ToString() + " " + displayheight.ToString(), new Vector2(40, 40), Color.White, MathHelper.ToRadians(0), new Vector2(0, 0), 1.5f, SpriteEffects.None, 0); for (int i = 0; i < ballsinplay; i++) { balls[i].drawme(ref spriteBatch); } 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(); Vector3 tempshippos = backgscroll.drawme(ref spriteBatch, spaceship[0].position, displaywidth, displayheight, out gameoffset); if (gameover) { gameoverimage.drawme(ref spriteBatch); } for (int i = 0; i < ballsinplay; i++) { balls[i].drawme(ref spriteBatch, balls[i].position - gameoffset); } spaceship[0].drawme(ref spriteBatch, tempshippos); spaceship[1].drawme(ref spriteBatch, spaceship[1].position - gameoffset); for (int i = 0; i < numberofships; i++) { bullet[i].drawme(ref spriteBatch, bullet[i].position - gameoffset); } if (spaceship[1].visible) { spriteBatch.DrawString(mainfont, "P2 Lives " + spaceship[1].lives.ToString("0"), new Vector2(displaywidth - 140, 40), Color.White, MathHelper.ToRadians(0), new Vector2(0, 0), 0.5f, SpriteEffects.None, 0); spriteBatch.DrawString(mainfont, "P2 Score " + spaceship[1].score.ToString("0"), new Vector2(displaywidth - 140, 60), Color.White, MathHelper.ToRadians(0), new Vector2(0, 0), 0.5f, SpriteEffects.None, 0); } spriteBatch.DrawString(mainfont, "P1 Lives " + spaceship[0].lives.ToString("0"), new Vector2(40, 40), Color.White, MathHelper.ToRadians(0), new Vector2(0, 0), 0.5f, SpriteEffects.None, 0); spriteBatch.DrawString(mainfont, " P1 Score " + spaceship[0].score.ToString("0"), new Vector2(40, 60), Color.White, MathHelper.ToRadians(0), new Vector2(0, 0), 0.5f, SpriteEffects.None, 0); //for (int i = 0; i < numberofships; i++) // for (int b = 0; b < numberofbullets; b++) // bullets5[i,b].drawme(ref spriteBatch); for (int i = 0; i < ballsinplay; i++) { explosion[i].drawme(ref spriteBatch, explosion[i].position - gameoffset); } for (int i = 0; i < numberofships; i++) { shiphit[i].drawme(ref spriteBatch, shiphit[i].position - gameoffset); } spriteBatch.End(); base.Draw(gameTime); }