/// <summary> /// Метод отрисовки объектов /// </summary> public static void Draw() { _background.Draw(); foreach (Star s in _stars) { s.Draw(); } foreach (Asteroid a in _asteroids) { a.Draw(); } foreach (Planets p in _planets) { p.Draw(); } _bullet.Draw(); _ship.Draw(); if (_ship != null) { Buffer.Graphics.DrawString("Energy:" + _ship.Energy, SystemFonts.CaptionFont, Brushes.Wheat, 0, 1060); Buffer.Graphics.DrawString("Shiled:" + _ship.Shield, SystemFonts.CaptionFont, Brushes.Wheat, 75, 1060); } _aids.Draw(); Buffer.Render(); }
public static void Draw() { Buffer.Graphics.Clear(Color.Black); foreach (BaseObject obj in _objs) { obj.Draw(); } foreach (Asteroid a in _asteroids) { a.Draw(); } _bullet?.Draw(); if (_ship != null) { Buffer.Graphics.DrawString("Energy: " + _ship.Energy, SystemFonts.DefaultFont, Brushes.White, 0, 0); } Buffer.Graphics.DrawString("Score: " + Score, SystemFonts.DefaultFont, Brushes.White, 0, 15); Buffer.Graphics.DrawString("Level: " + Level, SystemFonts.DefaultFont, Brushes.White, 0, 30); _ship.Draw(); if (_medicine == null && rnd.Next(0, 50) < 10) { _medicine = new Medicine(new Point(rnd.Next(Width - 10), rnd.Next(0, Height)), new Point(10, 10), new Size(30, 30)); } _medicine?.Draw(); Buffer.Render(); }
/// <summary> /// Рисование объектов /// </summary> public static void Draw() { Buffer.Graphics.DrawImage(background, 0, 0); foreach (BaseObject obj in _objs) { obj.Draw(); } foreach (var asteroid in _asteroids) { asteroid.Draw(); } _bullet.Draw(); Buffer.Render(); }
public static void Draw() { Buffer.Graphics.Clear(Color.Black); foreach (var baseObject in _objects) { baseObject.Draw(); } foreach (var asteroid in _asteroids) { asteroid.Draw(); } _bullet.Draw(); Buffer.Render(); }
public override void Draw(SpriteBatch spriteBatch) { int i; // Render the player's bullets for (i = 0; i < bullets.Length; i++) { Bullet b = bullets[i]; if (b != null && b.isActive) { b.Draw(spriteBatch); } } spriteBatch.Begin(); { // Render the player's ship if (isActive) { spriteBatch.Draw(ship_texture, position, null, Color.White, (float)rotation, origin, 1.0f, SpriteEffects.None, 0.0f); } // Render explosion particleRenderer.RenderEffect(explosionEffect); // Thrust Particles particleRenderer.RenderEffect(thrustEffect); // Render the HUD for (i = 0; i < lives; i++) { spriteBatch.Draw(ship_texture, new Vector2(scoreRegion.X + (i * ship_texture.Width / 2) + (i * 10), scoreRegion.Y), null, Color.White, 0, Vector2.Zero, 0.5f, SpriteEffects.None, 0.0f); } spriteBatch.DrawString(font, "Score: " + score, new Vector2(scoreRegion.X, scoreRegion.Y + ship_texture.Height / 2), Color.White); } spriteBatch.End(); }