/// <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) { _scaler.SetRenderTarget(); _spriteBatch.Begin(); _spriteBatch.Draw(_bgScreen, Vector2.Zero, Color.White); // draw the enemy board _enemyGroup.Draw(gameTime, _spriteBatch); // draw the player shots foreach (PlayerShot playerShot in _playerShots) { playerShot.Draw(gameTime, _spriteBatch); } // draw the player if (_player != null) { _player.Draw(gameTime, _spriteBatch); } // draw the player explosion if (_playerExplosion != null) { _playerExplosion.Draw(gameTime, _spriteBatch); } Vector2 scoreSize = _font.MeasureString("Score: " + _score); _spriteBatch.DrawString(_font, "Score: " + _score, ScorePosition - scoreSize / 2.0f, Color.Aqua); _spriteBatch.End(); _scaler.Draw(); }
/// <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) { _scaler.SetRenderTarget(); _spriteBatch.Begin(); _spriteBatch.Draw(_bgScreen, Vector2.Zero, Color.White); // draw the enemy board _enemyGroup.Draw(gameTime, _spriteBatch); // draw the player shots foreach (PlayerShot playerShot in _playerShots) { playerShot.Draw(gameTime, _spriteBatch); } // draw the player if (_player != null) { _player.Draw(gameTime, _spriteBatch); } // draw the player explosion if (_playerExplosion != null) { _playerExplosion.Draw(gameTime, _spriteBatch); } // // TODO: Draw score // _spriteBatch.End(); _scaler.Draw(); }
/// <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) { _scaler.SetRenderTarget(); _screen.Draw(gameTime); _scaler.Draw(); }