Esempio n. 1
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);

            if (intro.isShowing())
            {
                spriteBatch.Begin();
                intro.Show(spriteBatch); // show intro screen until timer runs out
                spriteBatch.End();
            }
            else if (instruct.isShowing())
            {
                spriteBatch.Begin();
                instruct.Show(spriteBatch); // show instructions screen until timer runs out
                spriteBatch.End();
            }
            else if (instruct2.isShowing())
            {
                spriteBatch.Begin();
                instruct2.Show(spriteBatch); // show instructions screen until timer runs out
                spriteBatch.End();
            }
            else if (timex.isShowing())
            {
                spriteBatch.Begin();
                timex.Show(spriteBatch); // show time expired screen until user makes a selection
                spriteBatch.End();
            }
            else if (gameover.isShowing())
            {
                spriteBatch.Begin();
                gameover.Show(spriteBatch);
                spriteBatch.End();
            }
            else // no menus displayed
            {
                spriteBatch.Begin();
                game_engine.Draw(gameTime, spriteBatch);
                spriteBatch.End(); // go to game environment
            }
            base.Draw(gameTime);
        } // end draw function
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.CornflowerBlue);

            if (intro.isShowing())
            {
                spriteBatch.Begin();
                intro.Show(spriteBatch); // show intro screen until timer runs out
                spriteBatch.End();
            }
            else if (instruct.isShowing())
            {
                spriteBatch.Begin();
                instruct.Show(spriteBatch); // show instructions screen until user taps
                spriteBatch.End();
            }
            else if (instruct2.isShowing())
            {
                spriteBatch.Begin();
                instruct2.Show(spriteBatch); // show instructions screen until user taps
                spriteBatch.End();
            }
            else if (timex.isShowing())
            {
                spriteBatch.Begin();
                timex.Show(spriteBatch); // show time expired screen until user makes a selection / time runs out
                spriteBatch.End();
            }
            else if (gameover.isShowing()) // show game over screen for 5 seconds. game will exit back to the windows phone platform after this
            {
                spriteBatch.Begin();
                gameover.Show(spriteBatch);
                spriteBatch.End();
            }
            else // no menus displayed
            {
                spriteBatch.Begin();
                game_engine.Draw(gameTime, spriteBatch); // draw game contents according to UI, AI, time
                spriteBatch.End();
            }
            base.Draw(gameTime);
        } // end draw function