public override void Draw(GameTime gameTime) { spriteBatch.Begin(); spriteBatch.Draw(background, rectangleScreen, Color.White); combat.Draw(spriteBatch); playerBar.Draw(spriteBatch, new Vector2(combat.characterPos.X, combat.characterPos.Y - 50), combat.playerCurrentHealth, combat.CombatPlayer.Abilities.Health); enemyBar.Draw(spriteBatch, new Vector2(combat.enemyPos.X, combat.enemyPos.Y - 50), combat.enemyCurrentHealth, combat.CombatEnemy.Health); spriteBatch.DrawString(font, combat.CombatPlayer.Name, new Vector2(30, 30), Color.Gold); spriteBatch.DrawString(font, combat.CombatEnemy.Name, new Vector2(500, 30), Color.Red); DrawEnemyStats(); spriteBatch.DrawString(font2, Result, new Vector2(ResultPostion.X, ResultPostion.Y), Color.Red); spriteBatch.End(); base.Draw(gameTime); }
public override void Draw(GameTime gameTime) { //end previous spritebatch and draw new one spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, null, null, null, camera.Transform); //draw map.. map.Draw(spriteBatch); RAJ.Draw(spriteBatch); //draw gameobjects.. foreach (gameObject objects in gameObjs) { objects.Draw(spriteBatch); } if (player.inDialog == true) { spriteBatch.DrawString(gameFont, dialogueText, new Vector2(20, 540), Color.Red); } //draw monsters.. foreach (Enemy enemy in enemies) { enemy.Draw(spriteBatch); } //draw character.. characterSprite.Draw(spriteBatch); map.DrawLayer2(spriteBatch); spriteBatch.DrawString(gameFont, playerPos().ToString(), new Vector2((int)characterSprite.Position.X, (int)characterSprite.Size.Bottom + 10), Color.White); statBar.Draw(spriteBatch, characterSprite.Size, characterSprite.Position, currentHealth, player.Abilities.Health); DrawText(); spriteBatch.End(); base.Draw(gameTime); }