/// <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.TransparentBlack);

            var viewMatrix       = camera.GetViewMatrix();
            var projectionMatrix = Matrix.CreateOrthographicOffCenter(0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height, 0, 0f, -1f);

            // Begin drawing
            spriteBatch.Begin(transformMatrix: viewMatrix);

            mapRenderer.Draw(map, ref viewMatrix, ref projectionMatrix);
            // Call the "Draw" function from our player class
            player.Draw(spriteBatch);
            goal.Draw(spriteBatch);
            unlock.Draw(spriteBatch);
            foreach (Enemy enemy in enemies)
            {
                enemy.Draw(spriteBatch);
            }

            // Finish drawing
            spriteBatch.End();

            spriteBatch.Begin();
            spriteBatch.DrawString(arialFont, "SCORE: " + score.ToString(), new Vector2(20, 20), Color.White);


            if (debug == true)
            {
                spriteBatch.DrawString(arialFont, "Debug = " + debug.ToString(), new Vector2(20, 40), Color.White);
            }

            int loopCount = 0;

            while (loopCount < lives)
            {
                spriteBatch.Draw(heart, new Vector2(GraphicsDevice.Viewport.Width - 60 - loopCount * 40, 20), Color.White); // Heart location
                loopCount++;
            }

            spriteBatch.End();

            base.Draw(gameTime);
        }
Exemple #2
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        /// <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)
        {
            //Clears anything previously drawn to screen
            GraphicsDevice.Clear(Color.Black);

            var viewMatrix       = camera.GetViewMatrix();
            var projectionMatrix = Matrix.CreateOrthographicOffCenter(0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height, 0, 0f, -1f);

            //Begin drawing
            spriteBatch.Begin(transformMatrix: viewMatrix);

            mapRenderer.Draw(map, ref viewMatrix, ref projectionMatrix);
            //Calls the 'Draw' function from player class
            player.Draw(spriteBatch);

            foreach (Enemy enemy in enemies)
            {
                enemy.Draw(spriteBatch);
            }

            goal.Draw(spriteBatch);

            //Finish drawing
            spriteBatch.End();

            // Draw all GUI components in a seperate sprite batch
            spriteBatch.Begin();
            spriteBatch.DrawString(arialFont, "Score: " + score.ToString(), new Vector2(20, 20), Color.Yellow);


            int loopCount = 0;

            while (loopCount < lives)
            {
                spriteBatch.Draw(heart, new Vector2(GraphicsDevice.Viewport.Width - 80 - loopCount * 40, 20), Color.White);
                loopCount++;
            }

            spriteBatch.End();

            base.Draw(gameTime);
        }