Exemple #1
0
        /// <summary>
        /// Draws the menu.
        /// </summary>
        /// <param name="gameTime">Time passed since the last call to Draw.</param>
        public override void Draw(GameTime gameTime)
        {
            this.ScreenManager.SpriteBatch.Begin();

            // Draw the background
            this.ScreenManager.SpriteBatch.Draw(this._background, this.ScreenManager.GraphicsDevice.Viewport.Bounds, Color.White);

            // Calculate the string position
            var text             = (this._score - (int)(this._percentPointsToSubtract * this._score)).ToString();
            var centerOfLocation = (int)(this._scoreLocation.X + ((this._scoreLocation.Right - this._scoreLocation.Left) / 2));
            var leftOfCenter     = (int)this._font.MeasureString(text).X / -2;
            var position         = new Vector2(centerOfLocation + leftOfCenter, this._scoreLocation.Y);

            // Draw the score
            DrawingUtils.DrawShadowedString(this.ScreenManager.SpriteBatch, this._font, text, position, this._color);

            // Show the continue "menu" item
            if (this._transitionHelper.Position == 1.0f)
            {
                // Pulsate the size of the selected menu entry.
                double time = gameTime.TotalGameTime.TotalSeconds;

                float pulsate = (float)Math.Sin(time * 6) + 1;

                float scale = 1 + pulsate * 0.05f * this._selectionFade;

                this.ScreenManager.SpriteBatch.DrawString(
                    this._menuFont, this._menuText, this._menuPosition, this._menuTextColor, 0,
                    Vector2.Zero, scale, SpriteEffects.None, 0);
            }

            this.ScreenManager.SpriteBatch.End();

            base.Draw(gameTime);
        }
        /// <summary>
        /// Draws the menu.
        /// </summary>
        /// <param name="gameTime">Time passed since the last call to Draw.</param>
        public override void Draw(GameTime gameTime)
        {
            this.ScreenManager.SpriteBatch.Begin();

            // Draw the background
            this.ScreenManager.SpriteBatch.Draw(this._background, this.ScreenManager.GraphicsDevice.Viewport.Bounds, Color.White);

            // Calculate the string position
            var text             = (this._score + (int)(this._percentPointsToAdd * this._pointsToAward)).ToString();
            var centerOfLocation = (int)(this._scoreLocation.X + ((this._scoreLocation.Right - this._scoreLocation.Left) / 2));
            var leftOfCenter     = (int)this._font.MeasureString(text).X / -2;
            var position         = new Vector2(centerOfLocation + leftOfCenter, this._scoreLocation.Y);

            // Draw the score
            DrawingUtils.DrawShadowedString(this.ScreenManager.SpriteBatch, this._font, text, position, this._color);

            // Show the continue "menu" item
            if (this._showTextBox)
            {
                var centerX        = this.ScreenManager.GraphicsDevice.Viewport.Width / 2;
                var centerY        = this.ScreenManager.GraphicsDevice.Viewport.Height / 2;
                var centerXDialog  = this._nameDialog.Width / 2;
                var centerYDialog  = this._nameDialog.Height / 2;
                var dialogPosition = new Rectangle(centerX - centerXDialog, centerY - centerYDialog, this._nameDialog.Width, this._nameDialog.Height);

                this.ScreenManager.SpriteBatch.Draw(this._nameDialog, dialogPosition, Color.White);

                this._textBox.X     = dialogPosition.X + 58;
                this._textBox.Y     = dialogPosition.Y + 166;
                this._textBox.Width = 440;

                this._textBox.Draw(this.ScreenManager.SpriteBatch, gameTime);
            }
            else if (this._transitionHelper.State == TransitionHelper.TransitionState.Complete)
            {
                // Pulsate the size of the selected menu entry.
                double time = gameTime.TotalGameTime.TotalSeconds;

                float pulsate = (float)Math.Sin(time * 6) + 1;

                float scale = 1 + pulsate * 0.05f * this._selectionFade;

                this.ScreenManager.SpriteBatch.DrawString(
                    this._menuFont, this._menuText, this._menuPosition, this._menuTextColor, 0,
                    Vector2.Zero, scale, SpriteEffects.None, 0);
            }

            this.ScreenManager.SpriteBatch.End();

            base.Draw(gameTime);
        }
Exemple #3
0
        /// <summary>
        /// Draws the HUD
        /// </summary>
        /// <param name="spriteBatch">The sprite batch.</param>
        public void Draw(SpriteBatch spriteBatch)
        {
            spriteBatch.Begin();

            // Draw the Hud overlay.
            spriteBatch.Draw(this._hudTexture, this._hudRectangle, Color.White);

            // Draw time
            DrawingUtils.DrawShadowedString(spriteBatch, this._hudFont, _timeString, _timeLocation, _timeColor);

            // Draw score
            DrawingUtils.DrawShadowedString(spriteBatch, this._hudFont, string.IsNullOrEmpty(_scoreString) ? "$0.00" : String.Format("${0}", _scoreString), _scoreLocation, _defaultFontColor);

            // IF there's a message, show it
            if (!string.IsNullOrEmpty(_message))
            {
                DrawingUtils.DrawShadowedString(spriteBatch, this._hudFont, _message, _messageLocation, _defaultFontColor);
            }

            spriteBatch.End();
        }
Exemple #4
0
 /// <summary>
 /// Draws the specified sprite batch.
 /// </summary>
 /// <param name="spriteBatch">The sprite batch.</param>
 public void Draw(SpriteBatch spriteBatch)
 {
     spriteBatch.Begin();
     DrawingUtils.DrawShadowedString(spriteBatch, this._hudFont, _timeString, _timeLocation, _timeColor);
     spriteBatch.End();
 }