/// <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.CornflowerBlue); // De olika "Draw" metoderna nedan anroppas beroende på i vilken gamestate man är. if (gamestates == Gamestates.startmenu) { spriteBatch.Begin(); startmenu.Draw(spriteBatch); spriteBatch.End(); } if (gamestates == Gamestates.levelmenu) { spriteBatch.Begin(); levelMenu.Draw(spriteBatch); spriteBatch.End(); } if (gamestates == Gamestates.shopmenu) { spriteBatch.Begin(); shopmenu.Draw(spriteBatch, buyJump); spriteBatch.End(); } if (gamestates == Gamestates.inGame) #region InGame Draw { spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, null, null, null, camera.ViewMatrix); for (float i = 0; i < 100; i++) { spriteBatch.Draw(background, backgroundTest, Color.White); backgroundTest = new Vector2(backgroundWidth * i, 0); } player.Draw(spriteBatch); foreach (ObjektBasklassen objekten in Objekten) { objekten.Draw(spriteBatch); } spriteBatch.End(); } #endregion if (gamestates == Gamestates.pausemenu) { spriteBatch.Begin(); pausemenu.Draw(spriteBatch); spriteBatch.End(); } // TODO: Add your drawing code here 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.CornflowerBlue); // De olika "Draw" metoderna nedan anroppas beroende på i vilken värde "gamestates" har. //Ritar ut startmenyn. if (gamestates == Gamestates.startmenu) { spriteBatch.Begin(); startmenu.Draw(spriteBatch); spriteBatch.End(); } //Ritar ut levelmenyn. if (gamestates == Gamestates.levelmenu) { spriteBatch.Begin(); levelMenu.Draw(spriteBatch, comicSansFont); spriteBatch.End(); } //Ritar ut shopmenyn. if (gamestates == Gamestates.shopmenu) { spriteBatch.Begin(); shopmenu.Draw(spriteBatch, comicSansFont); spriteBatch.End(); } //Ritar ut leveln och player. if (gamestates == Gamestates.inGame) #region InGame Draw (Samuel) { spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, null, null, null, camera.ViewMatrix); for (float i = 0; i < 100; i++) { spriteBatch.Draw(background, backgroundTest, Color.White); backgroundTest = new Vector2(backgroundWidth * i, 0); } lvl1.Draw(spriteBatch); player.Draw(spriteBatch); spriteBatch.End(); } #endregion //Ritar ut pausmenyn. if (gamestates == Gamestates.pausemenu) { spriteBatch.Begin(); pausemenu.Draw(spriteBatch); spriteBatch.End(); } //Ritar ut gameovermenyn. if (gamestates == Gamestates.gameOverMenu) { spriteBatch.Begin(); gameOverMenu.Draw(spriteBatch); spriteBatch.End(); } //Ritar ut youwinmenyn if (gamestates == Gamestates.youWinMenu) { spriteBatch.Begin(); youWinMenu.Draw(spriteBatch); spriteBatch.End(); } #endregion //=========================================================================================================================== // TODO: Add your drawing code here base.Draw(gameTime); }