Exemple #1
0
        public override void Draw(Microsoft.Xna.Framework.GameTime gameTime)
        {
            time += (float)gameTime.ElapsedGameTime.TotalSeconds;

            ScreenManager.FadeBackBufferToBlack(TransitionAlpha * 1 / 6);

            SpriteBatch spriteBatch = ScreenManager.SpriteBatch;

            spriteBatch.Begin();

            if (type == "gameOver")
            {
                spriteBatch.Draw(ScreenManager.GameContent.gameOver, new Vector2(130, 250), Color.White);
            }

            else if (type == "info")
            {
                spriteBatch.Draw(ScreenManager.GameContent.background[0], Vector2.Zero, Color.White);
                spriteBatch.Draw(ScreenManager.GameContent.info, Vector2.Zero, Color.White);
            }
            else
            {
                spriteBatch.Draw(ScreenManager.GameContent.background[0], Vector2.Zero, Color.White);
                spriteBatch.Draw(ScreenManager.GameContent.intro, Vector2.Zero, Color.White);
            }

            spriteBatch.End();
        }
        /// <summary>
        /// Draws the gameplay screen.
        /// </summary>
        public override void Draw(GameTime gameTime)
        {
            // This game has a blue background. Why? Because!
            ScreenManager.GraphicsDevice.Clear(ClearOptions.Target, Color.CornflowerBlue, 0, 0);

            SpriteBatch spriteBatch = ScreenManager.SpriteBatch;

            spriteBatch.Begin();

            level.Draw(gameTime, spriteBatch);

            DrwaScore(gameTime, spriteBatch);

            spriteBatch.End();

            // If the game is transitioning on or off, fade it out to black.
            if (TransitionPosition > 0)
            {
                ScreenManager.FadeBackBufferToBlack(255 - TransitionAlpha);
            }
        }
        /// <summary>
        /// Draws the message box.
        /// </summary>
        public override void Draw(GameTime gameTime)
        {
            SpriteBatch spriteBatch = ScreenManager.SpriteBatch;
            SpriteFont  font        = ScreenManager.GameContent.font;

            // Darken down any other screens that were drawn beneath the popup.
            ScreenManager.FadeBackBufferToBlack(TransitionAlpha * 2 / 3);

            // Center the message text in the viewport.
            Viewport viewport     = ScreenManager.GraphicsDevice.Viewport;
            Vector2  viewportSize = new Vector2(viewport.Width, viewport.Height);
            Vector2  textSize     = font.MeasureString(message);
            Vector2  textPosition = (viewportSize - textSize) / 2;

            // The background includes a border somewhat larger than the text itself.
            const int hPad = 32;
            const int vPad = 16;

            Rectangle backgroundRectangle = new Rectangle((int)textPosition.X - hPad,
                                                          (int)textPosition.Y - vPad,
                                                          (int)textSize.X + hPad * 2,
                                                          (int)textSize.Y + vPad * 2);

            // Fade the popup alpha during transitions.
            Color color = new Color(255, 255, 255, TransitionAlpha);

            spriteBatch.Begin();

            // Draw the background rectangle.
            spriteBatch.Draw(gradientTexture, backgroundRectangle, color);

            // Draw the message box text.
            spriteBatch.DrawString(font, message, textPosition, color);

            spriteBatch.End();
        }
        /// <summary>
        /// Draws the pause menu screen. This darkens down the gameplay screen
        /// that is underneath us, and then chains to the base MenuScreen.Draw.
        /// </summary>
        public override void Draw(GameTime gameTime)
        {
            ScreenManager.FadeBackBufferToBlack(TransitionAlpha * 2 / 3);

            base.Draw(gameTime);
        }