/// <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.Goldenrod);

            spriteBatch.Begin();

            // draw the game objects
            player1Hand.Draw(spriteBatch);
            player1BattlePile.Draw(spriteBatch);
            player2Hand.Draw(spriteBatch);
            player2BattlePile.Draw(spriteBatch);

            // draw the winner messages
            player1Message.Draw(spriteBatch);
            player2Message.Draw(spriteBatch);

            // draw the menu buttons
            flipButton.Draw(spriteBatch);
            collectWinningsButton.Draw(spriteBatch);
            quitButton.Draw(spriteBatch);

            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)
        {
            GraphicsDevice.Clear(Color.Goldenrod);

            spriteBatch.Begin();

            // draw the game objects
            playerOneHand.Draw(spriteBatch);
            playerTwoHand.Draw(spriteBatch);
            playerOnePile.Draw(spriteBatch);
            playerTwoPile.Draw(spriteBatch);

            // draw the winner messages
            playerOneMessage.Draw(spriteBatch);
            playerTwoMessage.Draw(spriteBatch);

 
            // draw the menu buttons
            flipButton.Draw(spriteBatch);
            quitButton.Draw(spriteBatch);
            collectButton.Draw(spriteBatch);

            // draw game stats
            spriteBatch.DrawString(spriteFont, string0, new Vector2(600, 100), Color.Black);
            spriteBatch.DrawString(spriteFont, string1, new Vector2(600, 500), Color.Black);


            spriteBatch.End();
            base.Draw(gameTime);
        }
Exemple #3
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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)
        {
            GraphicsDevice.Clear(Color.Goldenrod);
            spriteBatch.Begin();

            // draw the game objects
            playerOneHand.Draw(spriteBatch);
            playerTwoHand.Draw(spriteBatch);

            playerOneBP.Draw(spriteBatch);
            playerTwoBP.Draw(spriteBatch);

            // draw the winner messages
            playerOneWM.Draw(spriteBatch);
            playerTwoWM.Draw(spriteBatch);


            // draw the menu buttons
            flipButton.Draw(spriteBatch);
            quitButton.Draw(spriteBatch);
            collectWinnings.Draw(spriteBatch);

            spriteBatch.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.Goldenrod);

            spriteBatch.Begin();

            // draw the game objects
            handPlayer1.Draw(spriteBatch);
            handPlayer2.Draw(spriteBatch);
            pilePlayer1.Draw(spriteBatch);
            pilePlayer2.Draw(spriteBatch);

            // draw the winner messages
            winnerPlayer1.Draw(spriteBatch);
            winnerPlayer2.Draw(spriteBatch);

            // draw the menu buttons
            flipCards.Draw(spriteBatch);
            quitGame.Draw(spriteBatch);
            collectWinnings.Draw(spriteBatch);

            spriteBatch.End();

            base.Draw(gameTime);
        }