Esempio n. 1
0
 public void DrawSS2(GameTime gameTime)
 {
     LoadSS2();
     // This is the 1st level splash screen
     spriteBatch.Begin();
     levelText.Draw(spriteBatch);
     spriteBatch.End();
 }
Esempio n. 2
0
        /// <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.DeepSkyBlue);



            // TODO: Add your drawing code here
            spriteBatch.Begin();

            scrollBack.Draw(spriteBatch);
            scrollFore.Draw(spriteBatch);
            particleList.Draw(spriteBatch);
            spritePlayer.Draw(spriteBatch);
            enemyList.Draw(spriteBatch);
            playerBulletList.Draw(spriteBatch);
            textScore.Draw(spriteBatch);

            //enter to start text
            if (!startGame)
            {
                textStartGame.Draw(spriteBatch);
            }

            //display bounding boxes
            if (showbb)
            {
                spritePlayer.drawBB(spriteBatch, Color.Red);
                LineBatch.drawLineRectangle(spriteBatch, playArea, Color.Purple);
                enemyList.drawInfo(spriteBatch, Color.Red, Color.Blue);
                playerBulletList.drawInfo(spriteBatch, Color.Red, Color.Blue);
            }

            spriteBatch.End();
            base.Draw(gameTime);
        }
Esempio n. 3
0
        public override void Draw(GameTime gameTime)
        {
            graphicsDevice.Clear(Color.DeepSkyBlue);



            // TODO: Add your drawing code here
            spriteBatch.Begin();



            scrollBack.colour = Color.Aqua;
            scrollBack.Draw(spriteBatch);
            scrollFore.Draw(spriteBatch);
            particleList.Draw(spriteBatch);
            player.Draw(spriteBatch);
            enemyList.Draw(spriteBatch);
            playerBulletList.Draw(spriteBatch);
            textScore.Draw(spriteBatch);


            //display bounding boxes
            if (Game1.showbb)
            {
                player.drawBB(spriteBatch, Color.Red);
                LineBatch.drawLineRectangle(spriteBatch, player.playArea, Color.Purple);
                enemyList.drawInfo(spriteBatch, Color.Red, Color.Blue);
                playerBulletList.drawInfo(spriteBatch, Color.Red, Color.Blue);
            }

            switch (levelState)
            {
            case LEVELSTATE.LEVELSTART:
                textVarious = new TextRenderable("LEVEL: " + level.ToString(), new Vector2(Game1.SCREEN_WIDTH / 2, Game1.SCREEN_HEIGHT / 2), spriteFont, Color.Red);
                textVarious.Draw(spriteBatch);
                textVarious = new TextRenderable("Enemies: " + enemyToSpawn.ToString(), new Vector2(Game1.SCREEN_WIDTH / 2, Game1.SCREEN_HEIGHT / 2 + 30), spriteFont, Color.Red);
                textVarious.Draw(spriteBatch);
                break;

            case LEVELSTATE.LEVELGAMEOVER:
                textVarious = new TextRenderable("GAME OVER", new Vector2(Game1.SCREEN_WIDTH / 2, Game1.SCREEN_HEIGHT / 2), spriteFont, Color.Red);
                textVarious.Draw(spriteBatch);
                textVarious = new TextRenderable("Press Q to go to menu.", new Vector2(Game1.SCREEN_WIDTH / 2, (Game1.SCREEN_HEIGHT / 2) + 30), spriteFont, Color.Red);
                textVarious.Draw(spriteBatch);
                break;

            case LEVELSTATE.LEVELFINISH:
                textVarious = new TextRenderable("LEVEL FINISHED", new Vector2(Game1.SCREEN_WIDTH / 2, Game1.SCREEN_HEIGHT / 2), spriteFont, Color.Red);
                textVarious.Draw(spriteBatch);
                textVarious = new TextRenderable("Press Enter to go to Next Level.", new Vector2(Game1.SCREEN_WIDTH / 2, Game1.SCREEN_HEIGHT / 2 + 30), spriteFont, Color.Red);
                textVarious.Draw(spriteBatch);
                break;
            }
            textLevel.Draw(spriteBatch);
            spriteBatch.End();
        }
Esempio n. 4
0
        public override void Draw(GameTime gameTime)
        {
            spriteBatch.Begin();
            spriteBatch.Draw(texBackground, new Rectangle(0, 0, Game1.SCREEN_WIDTH, Game1.SCREEN_HEIGHT), Color.White);
            spriteBatch.Draw(texForeground, new Rectangle(0, 0, Game1.SCREEN_WIDTH, Game1.SCREEN_HEIGHT), Color.White);

            textPause.Draw(spriteBatch);


            spriteBatch.End();
        }
        public override void Draw(GameTime gameTime)
        {
            graphicsDevice.Clear(Color.LightCoral);


            //implements a camera
            spriteBatch.Begin(SpriteSortMode.Immediate,
                              BlendState.AlphaBlend, null, null, null, null, cam.get_transformation(graphicsDevice));
            //background here

            platformList.Draw(spriteBatch);
            enemyList.Draw(spriteBatch);
            sliceList.Draw(spriteBatch);
            particleList.Draw(spriteBatch);

            player.Draw(spriteBatch);
            if (showbb)
            {
                //enemyList.drawInfo(spriteBatch, Color.Red, Color.Yellow);
                sliceList.drawInfo(spriteBatch, Color.Red, Color.Yellow);
                player.drawBB(spriteBatch, Color.Red);
                platformList.drawInfo(spriteBatch, Color.Red, Color.Yellow);
                LineBatch.drawLineRectangle(spriteBatch, new Rectangle((int)PlayerSpawnPosition.X, (int)PlayerSpawnPosition.Y, 20, 20), Color.Black);
                LineBatch.drawLineRectangle(spriteBatch, OutOfBounds, Color.Red);
            }



            goal.Draw(spriteBatch);
            spriteBatch.End();


            //DRAW UI STUFF HERE
            spriteBatch.Begin();
            abilityIconDoubleJump.Draw(spriteBatch);
            abilityIconDash.Draw(spriteBatch);
            abilityIconSlice.Draw(spriteBatch);

            TextRenderable score = new TextRenderable("SCORE: " + Game1.TimeScore.ToString(), new Vector2(100, 100), MenuScreen.menuFont, Color.Black);

            score.Draw(spriteBatch);
            //spriteBatch.Draw(texMouseCursor, new Vector2(InputManager.Instance.GetMousePositionX(), InputManager.Instance.GetMousePositionY()), Color.White);
            spriteBatch.Draw(texMouseCursor, null, new Rectangle(InputManager.Instance.GetMousePositionX(), InputManager.Instance.GetMousePositionY(), 30, 30), null, null, 0, null, Color.White, SpriteEffects.FlipHorizontally, 0);
            spriteBatch.End();
        }
Esempio n. 6
0
        /// <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);

            // TODO: Add your drawing code here
            levelManager.getCurrentLevel().Draw(gameTime);

            if (toggleHelp)
            {
                spriteBatch.Begin();
                TextRenderable helpStuff = new TextRenderable("GAMEPAD: A to jump/select. B to dash. RB to slice.", new Vector2(100, 100), MenuScreen.menuFont, Color.Black);
                helpStuff.Draw(spriteBatch);
                helpStuff = new TextRenderable("KEYBOARD: Z to jump/select. C to dash. X to slice. ARROWS to move", new Vector2(100, 150), MenuScreen.menuFont, Color.Black);
                helpStuff.Draw(spriteBatch);
                spriteBatch.End();
            }

            base.Draw(gameTime);
        }
Esempio n. 7
0
        public override void Draw(GameTime gameTime)
        {
            spriteBatch.Begin();
            spriteBatch.Draw(texBackground, new Rectangle(0, 0, Game1.SCREEN_WIDTH, Game1.SCREEN_HEIGHT), Color.White);
            spriteBatch.Draw(texForeground, new Rectangle(0, 0, Game1.SCREEN_WIDTH, Game1.SCREEN_HEIGHT), Color.White);



            if ((int)timer % 2 == 0)
            {
                textEnter = new TextRenderable("PRESS ENTER TO START", new Vector2(Game1.SCREEN_WIDTH / 2 - 100, Game1.SCREEN_HEIGHT / 2), spriteFont, Color.Red);
                textEnter.Draw(spriteBatch);
                textEnter = new TextRenderable("PRESS ESCAPE TO QUIT", new Vector2(Game1.SCREEN_WIDTH / 2 - 100, Game1.SCREEN_HEIGHT / 2 + 40), spriteFont, Color.Red);

                textEnter.Draw(spriteBatch);
            }



            spriteBatch.End();
        }
        public override void Draw(GameTime gameTime)
        {
            Vector2 middleScreen = new Vector2(Game1.SCREEN_WIDTH / 2, Game1.SCREEN_HEIGHT / 2);

            spriteBatch.Begin();

            textRenderable = new TextRenderable(titleString, middleScreen + new Vector2(0, -100), titleFont, Color.White);
            textRenderable.Draw(spriteBatch);
            for (int i = 0; i < menuStrings.Count; i++)
            {
                textRenderable = new TextRenderable(menuStrings[i], middleScreen + new Vector2(0, i * 50), menuFont, Color.White);
                textRenderable.Draw(spriteBatch);
            }

            textRenderable = new TextRenderable("HIGHSCORES", middleScreen + new Vector2(-300, -50), menuFont, Color.White);
            textRenderable.Draw(spriteBatch);
            for (int i = 0; i < 5; i++)
            {
                textRenderable = new TextRenderable((i + 1).ToString() + ".  " + Game1.Scores[i].ToString(), middleScreen + new Vector2(-300, i * 50), menuFont, Color.White);
                textRenderable.Draw(spriteBatch);
            }

            if (unlockChallengeMode == true)
            {
                textRenderable = new TextRenderable("CHALLENGE HIGHSCORES", middleScreen + new Vector2(300, -50), menuFont, Color.Red);
                textRenderable.Draw(spriteBatch);
                for (int i = 0; i < 5; i++)
                {
                    textRenderable = new TextRenderable((i + 1).ToString() + ".  " + Game1.ChallengeScores[i].ToString(), middleScreen + new Vector2(300, i * 50), menuFont, Color.Red);
                    textRenderable.Draw(spriteBatch);
                }
            }

            selector.Position = middleScreen + new Vector2(200, menuSelector * 50 - selector.getWidth() / 2);
            selector.Draw(spriteBatch);

            particleList.Draw(spriteBatch);
            sliceList.Draw(spriteBatch);
            spriteBatch.End();
        }