//Does exactly as the method is named, draws the objects on the screen
        public virtual void Draw(SpriteBatch sB, GraphicsDeviceManager gM)
        {
            foreach (CameraManager.Camera c in cameras.GetCameras())
            {
                managers.SetCurrentCam(c);
                gM.GraphicsDevice.Viewport = c.port;
                Vector2 displacement = cameras.GetDisplacement(c.commanderType);

                sB.Begin();

                backgrounds.DrawBackgrounds(sB, displacement);
                paths.Draw(sB, displacement);
                objects.DrawBottom(sB, displacement);
                particles.DrawBottom(sB, displacement);
                typeOfGame.DrawBottom(sB, displacement);

                abilities.DrawBottom(sB, displacement);
                projectiles.Draw(sB, displacement);
                agents.DrawLowest(sB, displacement);

                abilities.DrawTop(sB, displacement);
                particles.DrawTop(sB, displacement);
                objects.DrawTop(sB, displacement);
                typeOfGame.DrawTop(sB, displacement);
                agents.DrawHighest(sB, displacement);
                backgrounds.Drawforegrounds(sB, displacement);
                typeOfGame.DrawHUD(sB);
                cameras.GetHud(c).Draw(sB, managers);
                sB.End();
            }
        }
Exemple #2
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        //Where the objects will be updated (this means any actions that they can do can actually be done)
        public virtual Level Update(GameTime gT)
        {
            managers.Update(gT, Keyboard.GetState());

            cameras.UpdateStateBefore();

            if (cameras.GetPauser() == null)
            {
                //End game if the game is ended
                if (typeOfGame.Update(managers))
                {
                    return(new ResultsScreen(this, textures, sounds));
                }

                agents.Update();
                projectiles.Update();
                objects.Update();
                paths.Update();
                spawns.Update();
                particles.Update();
                abilities.Update();
                sounds.Update();
                backgrounds.Update();
                statistics.Update(managers);
            }
            else
            {
                if (cameras.GetCameras()[cameras.GetPauserIndex()].GetState().IsButtonDown(Buttons.Back))
                {
                    return(new Menu(textures, sounds));
                }
            }

            cameras.Update(managers);
            cameras.UpdateStateAfter();

            return(this);
        }