public void Draw(SpriteBatch aBatch) { myBackground.Draw(aBatch); aBatch.Draw(myPlayerShip, new Vector2(((Game1.mySelf.Window.ClientBounds.Width / 2) - myPlayerShip.Width / 2), (Game1.mySelf.Window.ClientBounds.Height / 2) - myPlayerShip.Height / 2), null, Colour, 0, Vector2.Zero, 1.5f, SpriteEffects.None, 0f); // Draws out my player string tempText = "MAP " + (MapManager.GetMap() + 1); float tempScale = 0.75f; Vector2 tempSize = myFont.MeasureString(tempText); Vector2 tempTextPosition = new Vector2((Game1.mySelf.Window.ClientBounds.Width / 2), 40); //Vector2 tempTextPosition = new Vector2( // ((((Game1.mySelf.Window.ClientBounds.Width) - tempSize.X) * tempScale)), // ((((Game1.mySelf.Window.ClientBounds.Height) - tempSize.Y) * tempScale)/2) // ); //Sets the positions of the Text. Vector2 tempPosition = new Vector2 ( (tempTextPosition.X - ((tempSize.X * tempScale) / 2)), (tempTextPosition.Y - ((tempSize.Y * tempScale) / 2)) ); //Vector2 tempTextPosition = new Vector2((((Game1.mySelf.Window.ClientBounds.X + tempSize.X) * tempScale)) * 2 + 50, (((Game1.mySelf.Window.ClientBounds.Y - tempSize.Y) * tempScale)) / 2 - 20); //Sets the positions of the Text. aBatch.DrawString(myFont, tempText, tempPosition, Microsoft.Xna.Framework.Color.Azure, 0f, Vector2.Zero, tempScale, SpriteEffects.None, 0f); #region Button foreach (Button button in myButtons) { button.Draw(aBatch); //Used to draw button. } #endregion }
public void Draw(SpriteBatch aBatch) { myBackground.Draw(aBatch); foreach (Button button in myButtons) { button.Draw(aBatch); //Used to draw button. } }
public void Draw(SpriteBatch spriteBatch, GameTime gameTime) { spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, null, null, null, camera.get_transformation()); background.Draw(spriteBatch); marcoPlayer.Draw(spriteBatch, gameTime); }
public void Draw(SpriteBatch aBatch) { myBackground.Draw(aBatch); foreach (Button button in myButtons) { button.Draw(aBatch); //Used to draw button. } string tempBalance = "Hex Balance: " + UserInterface.Money(); aBatch.DrawString(myFont, tempBalance, new Vector2(10, 10), Color.Green, 0f, Vector2.Zero, 1f, SpriteEffects.None, 0f); }
public void DrawBloom(Camera2D camera, BloomComponent bloom, bool isBloom) { _background.Draw(false, Camera.Pos); _spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend, null, null, null, null, Camera.GetTransformation(_spriteBatch.GraphicsDevice)); _spaceManager.Draw(_spriteBatch, Camera.Pos, Camera.Zoom); _spriteBatch.End(); // Draw particles in different spritebatch. Otherwise they look absolutely awful. _spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.Additive, null, null, null, null, Camera.GetTransformation(_spriteBatch.GraphicsDevice)); _particleManager.Draw(camera); _spriteBatch.End(); _spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend, null, null, null, null, Camera.GetTransformation(_spriteBatch.GraphicsDevice)); foreach (var s in _spaceViewModel.Structures) { switch (s.StructureType) { default: s.Draw(camera); break; } } _floatyAreaObjectManager.Draw(_spriteBatch, camera); _projectileManager.Draw(camera); _clientShipManager.Draw(camera); _drawShipNames(); _spriteBatch.End(); }
public void Draw(SpriteBatch aBatch) { myBackground.Draw(aBatch); foreach (Button button in myButtons) { button.Draw(aBatch); } string tempBalance = "Hex Balance: " + UserInterface.Money(); Vector2 tempSize = myFont.MeasureString(tempBalance); Vector2 tempTextPosition = new Vector2 ((Game1.mySelf.Window.ClientBounds.Width - tempSize.X) / 2, (Game1.mySelf.Window.ClientBounds.Top - tempSize.Y)); //Sets the positions of the Text. Vector2 tempSpeedText = new Vector2(650, 300); Vector2 tempHealthText = new Vector2(650, 350); aBatch.DrawString(myFont, tempBalance, tempTextPosition, Color.Green, 0f, Vector2.Zero, 1f, SpriteEffects.None, 0f); aBatch.DrawString(ContentManager.Font[1], "Speed Points: " + myTemporarySpeedPoints, tempSpeedText, Color.Green, 0f, Vector2.Zero, 1f, SpriteEffects.None, 0f); aBatch.DrawString(ContentManager.Font[1], "Health Points: " + myTemporaryHealthPoints, tempHealthText, Color.Green, 0f, Vector2.Zero, 1f, SpriteEffects.None, 0f); }
protected override void Draw(GameTime gameTime) { // Makes new SpriteBatch var sb = new SpriteBatch(GraphicsDevice); GraphicsDevice.Clear(Color.CornflowerBlue); // Starts the Batch sb.Begin(); bm.Draw(sb); em.Draw(sb); // Ends Batch sb.End(); // Disposes the batch sb.Dispose(); 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(new Color(31, 31, 31)); spriteBatch.Begin(); switch (_state) { case CGameState.MainScreen: _mainscreen.Draw(spriteBatch); break; case CGameState.CreditsScreen: _creditsScreen.Draw(spriteBatch); break; case CGameState.Playing: _background_manager.Draw(spriteBatch); _portal_manager.Draw(spriteBatch); _bullet_manager.Draw(spriteBatch); _enemy_managers.Values .ToList() .ForEach(x => x.Draw(spriteBatch)); _player.Draw(spriteBatch); _energy_storage_manager.Draw(spriteBatch); _bullet_hits_enemy.Draw(spriteBatch); _powerup_manager.Draw(spriteBatch); break; case CGameState.Gameover: _gameoverscreen.Draw(spriteBatch); break; } spriteBatch.End(); base.Draw(gameTime); }
public override void Draw(GameTime gameTime, SpriteBatch _spriteBatch) { Graphics.Clear(Color.Black); //Batch 1 Stationary: BG + text _spriteBatch.Begin(); bg.Draw(gameTime, _spriteBatch); BackgroundManager.Draw(gameTime, _spriteBatch); _spriteBatch.End(); _spriteBatch.Begin(SpriteSortMode.FrontToBack, BlendState.AlphaBlend, SamplerState.PointClamp, null, null, null, _camera.Transform); //PlanetManager.Draw(gameTime, _spriteBatch); foreach (var st in _stations) { st.Draw(gameTime, _spriteBatch); } shipYard.Draw(gameTime, _spriteBatch, _player.ControlledShip.Position); foreach (var sprite in _sprites) { sprite.Draw(gameTime, _spriteBatch); } foreach (var ship in _convoy) { ship.Draw(gameTime, _spriteBatch); } foreach (var ship in _enemies) { ship.Draw(gameTime, _spriteBatch); } foreach (var co in UI) { co.Draw(gameTime, _spriteBatch); } _combatManager.Draw(gameTime, _spriteBatch); if (ver == 0) { throw new System.Exception("Not loaded"); } _spriteBatch.End(); _spriteBatch.Begin(); _spriteBatch.DrawString(font, currencyDisplay.value, new Vector2(currencyDisplay.x, currencyDisplay.y), Color.White); _spriteBatch.DrawString(_font, string.Format("posX={0} posY={1}", _player.ControlledShip.Position.X, _player.ControlledShip.Position.Y), new Vector2(30, 80), Color.White, 0f, new Vector2(0, 0), 1f, SpriteEffects.None, 0.1f); if (toolTipTradeVis) { _spriteBatch.DrawString(_font, "Press F to open trade", new Vector2(Game1.ScreenWidth / 2, 3 * Game1.ScreenHeight / 4), Color.White, 0f, Vector2.Zero, 1f, SpriteEffects.None, 0.1f); } _spriteBatch.End(); //base.Draw(gameTime); }