/// <summary> /// draw screen content under lighting /// </summary> /// <param name="gameTime"></param> public override void Draw(GameTime gameTime) { background.Draw(); level.Draw(gameTime); ScreenManager.SpriteBatch.Begin(); ScreenManager.SpriteBatch.Draw(wallBoss, new Vector2(1280 - wallBoss.Width, 0), Color.White); ScreenManager.SpriteBatch.End(); ScreenManager.StartCameraSpriteBatch(); //draw each eye with the custom rotation for (int i = 0; i < eyes.Count; i++) { ScreenManager.SpriteBatch.Draw(eyes[i], eyePos[i], null, Color.White, ImageTools.Rotation(eyePos[i], level.Player.Position), new Vector2(eyes[i].Width / 2, eyes[i].Height / 2), 1, SpriteEffects.None, 1); } ScreenManager.EndCameraSpriteBatch(); //draw the shadow balls boss.DrawProjectiles(); base.Draw(gameTime); }
/// <summary> /// draw stuff under lighting /// </summary> /// <param name="gameTime"></param> public override void Draw(GameTime gameTime) { background.Draw(); level.Draw(gameTime); ScreenManager.SpriteBatch.Begin(); if (timer >= 6) { bossAnim.PlayAnimation(gameTime, boss.Position, SpriteEffects.None); } else { bossAnim.DrawFrame(0, boss.Position, SpriteEffects.None); } ScreenManager.SpriteBatch.Draw(eyeD, boss.Position + new Vector2(51, 27), null, Color.White, ImageTools.Rotation(boss.Position + new Vector2(51, 27), level.Player.Position), new Vector2(eyeD.Width / 2, eyeD.Height / 2), 1, SpriteEffects.None, 1); ScreenManager.SpriteBatch.End(); boss.DrawProjectiles(); base.Draw(gameTime); }
/// <summary> /// draw graphics /// </summary> /// <param name="gameTime"></param> public override void Draw(GameTime gameTime) { background.Draw(); level.Draw(gameTime); ScreenManager.SpriteBatch.Begin(); ScreenManager.SpriteBatch.Draw(overlay, new Rectangle(0, 0, 1280, 960), col); ScreenManager.SpriteBatch.End(); base.Draw(gameTime); }
/// <summary> /// draw content under lighting /// </summary> /// <param name="gameTime"></param> public override void Draw(GameTime gameTime) { background.Draw(); level.Draw(gameTime); boss.Health.UpdateCooldownTimer(gameTime); boss.DrawProjectiles(); base.Draw(gameTime); }
/// <summary> /// draw the level /// </summary> /// <param name="gameTime"></param> public override void Draw(GameTime gameTime) { background.Draw(); base.Draw(gameTime); ScreenManager.StartCameraSpriteBatch(); shadowCam.Draw(); ScreenManager.EndCameraSpriteBatch(); //enemy.Draw(); }
/// <summary> /// draw under lighting engine /// </summary> /// <param name="gameTime"></param> public override void Draw(GameTime gameTime) { background.Draw(); level.Draw(gameTime); ScreenManager.StartCameraSpriteBatch(); friend1.PlayAnimation(gameTime, f1Pos, Microsoft.Xna.Framework.Graphics.SpriteEffects.None); friend2.PlayAnimation(gameTime, f2Pos, Microsoft.Xna.Framework.Graphics.SpriteEffects.None); ScreenManager.EndCameraSpriteBatch(); base.Draw(gameTime); }
/// <summary> /// draw graphics /// </summary> /// <param name="gameTime"></param> public override void Draw(GameTime gameTime) { background.Draw(); level.Draw(gameTime); ScreenManager.SpriteBatch.Begin(); Vector2 position = new Vector2(100, 300); bossAnim.DrawFrame(0, position, SpriteEffects.None); ScreenManager.SpriteBatch.Draw(eyeD, position + new Vector2(51, 27), null, Color.White, ImageTools.Rotation(position + new Vector2(51, 27), level.Player.Position), new Vector2(eyeD.Width / 2, eyeD.Height / 2), 1, SpriteEffects.None, 1); ScreenManager.SpriteBatch.End(); base.Draw(gameTime); }
/// <summary> /// draw graphics under lighting engine /// </summary> /// <param name="gameTime"></param> public override void Draw(GameTime gameTime) { background.Draw(); ScreenManager.StartCameraSpriteBatch(); ScreenManager.SpriteBatch.Draw(cave, new Vector2(4488, 596 - 340), Color.White); ScreenManager.EndCameraSpriteBatch(); level.Draw(gameTime); ScreenManager.StartCameraSpriteBatch(); friend1.PlayAnimation(gameTime, f1Pos, Microsoft.Xna.Framework.Graphics.SpriteEffects.FlipHorizontally); friend2.PlayAnimation(gameTime, f2Pos, Microsoft.Xna.Framework.Graphics.SpriteEffects.FlipHorizontally); ScreenManager.EndCameraSpriteBatch(); storm.DrawRain(gameTime); base.Draw(gameTime); }