public override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); gameBackground.Draw(); //Console.WriteLine("map is " + GlobalsVar.Map.MapArray.Count + " " + GlobalsVar.Map.MapArray[GlobalsVar.Map.MapArray.Count - 1].Count); GlobalsVar.Map.Draw(); foreach (Mob mob in GlobalsVar.Mobs) { mob.Draw(gameTime); } target.Draw(gameTime); foreach (Tower tower in towers) { tower.Draw(gameTime); } // Draw the Interface. Must be the last thing to draw in the scene. (Except menu). gameInterface.Draw(SceneManager.SpriteBatch); if (TransitionPosition > 0) { SceneManager.FadeBackBufferToBlack(1f - TransitionAlpha); GraphicsDevice.BlendState = BlendState.Opaque; GraphicsDevice.DepthStencilState = DepthStencilState.Default; GraphicsDevice.SamplerStates[0] = SamplerState.LinearWrap; } }
protected override void Draw(DemoTime time) { base.Draw(time); if (gameState.State == EGameState.MainMenu) { mainMenu.Draw(time); return; } if (gameState.State == EGameState.Game) { base.Draw(time); RenderTarget2D.Clear(Color4.Black); if (time.ElapseTime < 2) { RenderTarget2D.DrawBitmap(_infoGamePanel, new SharpDX.RectangleF(RESOLUTION.Width / 2 - _infoGamePanel.Size.Width / 2, RESOLUTION.Height / 2 - _infoGamePanel.Size.Height / 2, _infoGamePanel.Size.Width, _infoGamePanel.Size.Height), 1.0f, BitmapInterpolationMode.Linear); } BuildingsFactory.Draw(time); MobsFactory.Draw(time); _myCharacter.Draw(time); GameInterface.Draw(time); _timeLastDraw = time.ElapseTime; return; } }
public override void Draw(GameTime gameTime) { DrawingUtils.SpriteBatchBegin(gameRef.SpriteBatch); map.Draw(gameRef.SpriteBatch, player.Camera); foreach (Enemy e in enemies) { e.Draw(gameTime, gameRef.SpriteBatch); } foreach (NPC n in npcs) { n.Draw(gameTime, gameRef.SpriteBatch); } player.Draw(gameTime, gameRef.SpriteBatch); if (!player.IsShooting) { sprite.Draw(gameTime, gameRef.SpriteBatch, player.Camera); } else { shootingSprite.Draw(gameTime, gameRef.SpriteBatch, player.Camera); } gun.Draw(gameRef.SpriteBatch); base.Draw(gameTime); //TODO: perdaryti EquipmentScreen ir InventoryScreen kaip HUDComponent. Isimti is Game1 klases gameRef.EquipmentScreen.DrawItems(gameTime); gameRef.InventoryScreen.DrawItems(gameTime); if (drawEquipment) { inventoryManager.Draw(gameRef.SpriteBatch); } hudManager.Draw(gameRef.SpriteBatch); popUpManager.Draw(gameTime); gameInterface.Draw(gameRef.SpriteBatch); notifications.Draw(gameRef.SpriteBatch); DrawingUtils.SpriteBatchEnd(gameRef.SpriteBatch); }