public override void Draw(GameTime gameTime) { SpriteBatch spriteBatch = ScreenManager.SpriteBatch; Resolution.BeginDraw(); //Draw when UNPAUSED if (GameState == GameStates.Normal) { totalFrames++; spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, null, null, null, null, Resolution.getTransformationMatrix()); cubeEffect.View = Matrix.CreateLookAt(new Vector3(px, ay, py), new Vector3(cx, cz, cy), Vector3.Up); // Set the Projection matrix which defines how we see the scene (Field of view) ScreenManager.Game.GraphicsDevice.BlendState = BlendState.Opaque; ScreenManager.Game.GraphicsDevice.DepthStencilState = DepthStencilState.Default; cubeEffect.Projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, aspectRatio, 1.0f, 1000.0f); DrawCubes(); spriteBatch.End(); displayFPS(gameTime); } //DRAW WHEN PAUSED else if (GameState == GameStates.Paused) { totalFrames++; spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, null, null, null, null, Resolution.getTransformationMatrix()); spriteBatch.End(); } drawn = 0; //Reset Draws culled = 0; }
public override void Draw(GameTime gameTime) { SpriteBatch spriteBatch = ScreenManager.SpriteBatch; Resolution.BeginDraw(); spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, null, null, null, null, Resolution.getTransformationMatrix()); spriteBatch.Draw(backgroundTexture, Vector2.Zero, Color.White); spriteBatch.Draw(picture, Vector2.Zero, Color.White); spriteBatch.End(); }
public override void Draw(GameTime gameTime) { Resolution.BeginDraw(); SpriteBatch spriteBatch = ScreenManager.SpriteBatch; Viewport viewport = ScreenManager.Game.GraphicsDevice.Viewport; Vector2 buttonTextureL = new Vector2(478, 486); spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, null, null, null, null, Resolution.getTransformationMatrix()); spriteBatch.Draw(backgroundTexture, Vector2.Zero, Color.White); spriteBatch.Draw(buttonTexture, buttonTextureL, Color.White); spriteBatch.End(); }
public override void Draw(GameTime gameTime) { // Sets up the auto-scale resolution class Resolution.BeginDraw(); SpriteBatch spriteBatch = ScreenManager.SpriteBatch; // SpriteBatch auto-scaling properties. Will scale based on current resolution on a matrix against the 1280x720 default spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, null, null, null, null, Resolution.getTransformationMatrix()); spriteBatch.Draw(backgroundTexture, Vector2.Zero, Color.White); DrawText(); spriteBatch.End(); base.Draw(gameTime); }
public override void Draw(GameTime gameTime) { // This automatically draws whatever BackgroundTexture you define on a splashscreen, therefore there is no // need to have a draw method on each screen. Resolution.BeginDraw(); SpriteBatch spriteBatch = ScreenManager.SpriteBatch; Viewport viewport = ScreenManager.Game.GraphicsDevice.Viewport; spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, null, null, null, null, Resolution.getTransformationMatrix()); DrawFade(spriteBatch, viewport); spriteBatch.Draw(backgroundTexture, Vector2.Zero, Color.White * ScreenAlpha); spriteBatch.End(); }