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);

            spriteBatch.Begin();

            // draw game objects
            burger.Draw(spriteBatch);
            foreach (TeddyBear bear in bears)
            {
                bear.Draw(spriteBatch);
            }
            foreach (Projectile projectile in projectiles)
            {
                projectile.Draw(spriteBatch);
            }
            foreach (Explosion explosion in explosions)
            {
                explosion.Draw(spriteBatch);
            }

            // draw score and health

            spriteBatch.End();

            base.Draw(gameTime);
        }
        /// <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);

            spriteBatch.Begin();

            // draw game objects
            burger.Draw(spriteBatch);
            foreach (TeddyBear bear in bears)
            {
                bear.Draw(spriteBatch);
            }
            foreach (Projectile projectile in projectiles)
            {
                projectile.Draw(spriteBatch);
            }
            foreach (Explosion explosion in explosions)
            {
                explosion.Draw(spriteBatch);
            }

            // draw score and health
            spriteBatch.DrawString(font, healthString, GameConstants.HEALTH_LOCATION, Color.White);
            spriteBatch.DrawString(font, scoreString, GameConstants.SCORE_LOCATION, Color.White);

            spriteBatch.End();

            base.Draw(gameTime);
        }
Esempio n. 3
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);

            spriteBatch.Begin();

            // draw game objects
            burger.Draw(spriteBatch);

            //spriteBatch.DrawLine(new Vector2(0, GameConstants.WindowHeight / 2), new Vector2(GameConstants.WindowWidth, GameConstants.WindowHeight / 2), Color.Red,1f);
            //spriteBatch.DrawLine(new Vector2(GameConstants.WindowWidth / 2, GameConstants.WindowHeight), new Vector2(GameConstants.WindowWidth / 2, 0), Color.Black, 1f);
            //spriteBatch.DrawLine(new Vector2(GameConstants.WindowWidth / 2, GameConstants.WindowHeight), new Vector2(GameConstants.WindowWidth / 2, 0), Color.Red);
            //spriteBatch.DrawLine(new Vector2(0, GameConstants.WindowHeight / 2),new Vector2(GameConstants.WindowWidth,GameConstants.WindowHeight/2), Color.Red);

            foreach (TeddyBear bear in bears)
            {
                bear.Draw(spriteBatch);
            }
            foreach (Projectile projectile in projectiles)
            {
                projectile.Draw(spriteBatch);
            }
            foreach (Explosion explosion in explosions)
            {
                explosion.Draw(spriteBatch);
            }

            // draw score and health

            spriteBatch.End();

            base.Draw(gameTime);
        }
Esempio n. 4
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.LightSlateGray);

            spriteBatch.Begin();

            // draw game objects
            if (burger != null)
            {
                burger.Draw(spriteBatch);
            }

            if (bears.Any())
            {
                foreach (TeddyBear bear in bears)
                {
                    bear.Draw(spriteBatch);
                }
            }

            foreach (Projectile projectile in projectiles)
            {
                projectile.Draw(spriteBatch);
            }
            foreach (Explosion explosion in explosions)
            {
                explosion.Draw(spriteBatch);
            }

            //   draw score, health, g/o
            foreach (Message message in messages)
            {
                if (!burgerDead)
                {
                    message.Draw(spriteBatch, Color.Wheat);
                }
            }
            if (burgerDead)
            {
                eventMessage.Draw(spriteBatch, Color.Red);
                foreach (Message message in messages)
                {
                    message.Draw(spriteBatch, Color.Beige);
                }
            }


            //alt way
            //spriteBatch.DrawString(font,scoreString, GameConstants.ScoreLocation, Color.Wheat);

            spriteBatch.End();

            base.Draw(gameTime);
        }
Esempio n. 5
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);

            spriteBatch.Begin();

            if (gameState == GameState.PLAY)
            {
                // draw game objects
                burger.Draw(spriteBatch);
                foreach (TeddyBear bear in bears)
                {
                    bear.Draw(spriteBatch);
                }
                foreach (Projectile projectile in projectiles)
                {
                    projectile.Draw(spriteBatch);
                }
                foreach (Explosion explosion in explosions)
                {
                    explosion.Draw(spriteBatch);
                }

                // draw score and health
                spriteBatch.DrawString(font, healthString, GameConstants.HealthLocation, Color.White);
                spriteBatch.DrawString(font, scoreString, GameConstants.ScoreLocation, Color.White);
                spriteBatch.End();
            }
            else if (gameState == GameState.PAUSED)
            {
                string pauseMessage = "P to Unpause!";
                spriteBatch.DrawString(font, pauseMessage, new Vector2(GameConstants.WindowWidth / 2, GameConstants.WindowHeight / 2), Color.White);
                spriteBatch.End();
            }
            else
            {
                string loseMessage = "You Lost! Final Score: " + score;
                spriteBatch.DrawString(font, loseMessage, new Vector2(GameConstants.WindowWidth / 2, GameConstants.WindowHeight / 2), Color.White);
                spriteBatch.End();
            }

            base.Draw(gameTime);
        }