/// <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); paddle.Draw(spriteBatch); for (int i = 0; i < blocks.Count; i++) { blocks[i].Draw(spriteBatch); } ball.Draw(spriteBatch); // TODO: Add your drawing code here base.Draw(gameTime); }
protected override void OnPaint(PaintEventArgs e) { base.OnPaint(e); _paddle.Draw(e); { for (int i = 0; i < _NumBalls; i++) { _balls[i].Draw(e); } foreach (var blk in _blocks) { blk.Draw(e); } } }
/// <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); // TODO: Add your drawing code here renderer.Begin(); if (!enterPressed) { Vector2 size = new Vector2(346, 60); Vector2 position = (Constants.SCREEN_SIZE - size) / 2; renderer.Draw("Start", position, Color.White); } table.Draw(gameTime, renderer); paddle.Draw(gameTime, renderer); ball.Draw(gameTime, renderer); renderer.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.Black); spriteBatch.Begin(); paddle.Draw(spriteBatch); ball.Draw(spriteBatch); foreach (Brick b in bricks) { b.Draw(spriteBatch); } spriteBatch.End(); base.Draw(gameTime); }
/// <summary> /// Put the paddle on the gameboard. /// </summary> private void initPaddle() { paddle = new Paddle(gameBoard); paddle.Draw(); }