Exemple #1
0
 public override void Draw()
 {
     _background.Draw(spriteBatch);
     drawGUIText();
     if (currentState != ScreenState.NORMAL)
     {
         spriteBatch.Draw(_blackTex,
                          new Rectangle(0, 0, graphics.Viewport.Width, graphics.Viewport.Height),
                          new Color(0, 0, 0, _blackTexAlpha));
     }
 }
Exemple #2
0
        public override void Draw()
        {
            background.Draw(spriteBatch);
            for (int i = 0; i < NUM_ASTEROIDS + NUM_POWERUPS; i++)
            {
                asteroids[i].Draw(spriteBatch);
            }

            foreach (PowerUpText txt in powerUpText)
            {
                txt.Draw(spriteBatch);
            }

            player1.Draw(spriteBatch);
            player2.Draw(spriteBatch);
            drawPlayer1UI(spriteBatch);
            drawPlayer2UI(spriteBatch);
            if (currentState == ScreenState.FADE_IN)
            {
                spriteBatch.Draw(blackTex,
                                 new Rectangle(0, 0, graphics.Viewport.Width, graphics.Viewport.Height),
                                 new Color(0, 0, 0, blackTexAlpha));
            }

            // Countdown TODO: Clean Up, separate function maybe
            Vector2 stringSize = fontCountdown.MeasureString(currentCount);
            Vector2 tmpVect    = new Vector2((graphics.Viewport.Width - stringSize.X) / 2,
                                             (graphics.Viewport.Height - stringSize.Y) / 2);

            if (currentState == ScreenState.COUNTDOWN)
            {
                spriteBatch.DrawString(fontCountdown,
                                       currentCount,
                                       tmpVect,
                                       Color.Red,
                                       0.0f,
                                       new Vector2(stringSize.X / 2, stringSize.Y / 2),
                                       countDownScale,
                                       SpriteEffects.None,
                                       0);
            }

            // GAMEOVER state
            stringSize = fontUI.MeasureString(winner) * 8;
            tmpVect    = new Vector2((graphics.Viewport.Width / 2 - stringSize.X / 2),
                                     (graphics.Viewport.Height - stringSize.Y) / 2);

            if (currentState == ScreenState.GAMEOVER)
            {
                spriteBatch.DrawString(fontUI,
                                       winner,
                                       tmpVect,
                                       Color.Red,
                                       0.0f,
                                       Vector2.Zero,
                                       8.0f,
                                       SpriteEffects.None,
                                       0);
            }

            // Weapon Label player 1
            string output = "Gemini Missile: ";

            switch (player1.currentWeapon)
            {
            case CommandCenter.WeaponsList.GEMINI_MISSILE:
                output = "Gemini Missile: ";
                break;

            case CommandCenter.WeaponsList.PORT_MISSILE:
                output = "PORT Missile: ";
                break;

            case CommandCenter.WeaponsList.CRUSADER_MISSILE:
                output = "Crusader Missile: ";
                break;

            default:
                break;
            }
            ;

            stringSize = fontCountdown.MeasureString(output);
            tmpVect    = new Vector2(25, 60);
            output    += player1.Weapons[player1.currentWeapon];

            spriteBatch.DrawString(fontUI,
                                   output,
                                   tmpVect,
                                   Color.LimeGreen,
                                   0.0f,
                                   Vector2.Zero,
                                   1,
                                   SpriteEffects.None,
                                   0);

            // Player 1 Stasis Timer
            tmpVect = new Vector2(25, 80);
            if (player1.stasisDelay > 0)
            {
                spriteBatch.DrawString(fontUI,
                                       "In Stasis: " + player1.stasisDelay,
                                       tmpVect,
                                       Color.Red,
                                       0.0f,
                                       Vector2.Zero,
                                       1,
                                       SpriteEffects.None,
                                       0);
            }

            // Weapon Label player 2
            string output2 = "Gemini Missile: ";

            switch (player2.currentWeapon)
            {
            case CommandCenter.WeaponsList.GEMINI_MISSILE:
                output2 = "Gemini Missile: ";
                break;

            case CommandCenter.WeaponsList.PORT_MISSILE:
                output2 = "PORT Missile: ";
                break;

            case CommandCenter.WeaponsList.CRUSADER_MISSILE:
                output2 = "Crusader Missile: ";
                break;

            default:
                break;
            }
            ;

            Vector2 tmpVect2 = new Vector2(graphics.Viewport.Width - 145, graphics.Viewport.Height - 60);

            output2 += player2.Weapons[player2.currentWeapon];

            spriteBatch.DrawString(fontUI,
                                   output2,
                                   tmpVect2,
                                   Color.LimeGreen,
                                   0.0f,
                                   Vector2.Zero,
                                   1,
                                   SpriteEffects.None,
                                   0);

            // Player 2 Stasis Timer
            tmpVect2 = new Vector2(graphics.Viewport.Width - 145, graphics.Viewport.Height - 40);
            if (player2.stasisDelay > 0)
            {
                spriteBatch.DrawString(fontUI,
                                       "In Stasis: " + player2.stasisDelay,
                                       tmpVect2,
                                       Color.Red,
                                       0.0f,
                                       Vector2.Zero,
                                       1,
                                       SpriteEffects.None,
                                       0);
            }

            // Draw Particles

            particleSystem.Draw(spriteBatch);
        } //public override void Draw()
Exemple #3
0
        }//public override void LoadContent()

        public override void Draw()
        {
            bg.Draw(spriteBatch);
        }//public override void Draw()