Exemple #1
0
        /**
         * Automatically goes through and calls render on everything you added to the game loop,
         * override this loop to manually control the rendering process.
         */
        virtual public void render(SpriteBatch spriteBatch)
        {
            // Render everything that should display on the screen.

            //spriteBatch.Begin(SpriteBlendMode.AlphaBlend, SpriteSortMode.Immediate, SaveStateMode.None);
            spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.NonPremultiplied, SamplerState.PointClamp, DepthStencilState.None, RasterizerState.CullCounterClockwise);
            //spriteBatch.GraphicsDevice.SamplerStates[0].Filter = TextureFilter.Point;
            defaultGroup.render(spriteBatch);
            spriteBatch.End();
        }
Exemple #2
0
        /// <summary>
        /// Render all the elements.
        /// </summary>
        /// <param name="spriteBatch"></param>
        public void render(SpriteBatch spriteBatch)
        {
            spriteBatch.Draw(FlxG.XnaSheet, _consoleRect, _srcRect, _consoleColor);

            hudGroup.render(spriteBatch);

            p1HudText.render(spriteBatch);
            p2HudText.render(spriteBatch);
            p3HudText.render(spriteBatch);
            p4HudText.render(spriteBatch);

            keyboardButton.render(spriteBatch);
            ouyaButton.render(spriteBatch);
            xboxButton.render(spriteBatch);

            keyboardDirection.render(spriteBatch);
            ouyaDirection.render(spriteBatch);
            xboxDirection.render(spriteBatch);
        }