public void draw(Game1 game) { switch(game.state) { case Game1.STATE.MAIN: drawMain(); break; case Game1.STATE.CREDITS: drawCredit(); break; case Game1.STATE.INSTRUCTIONS: drawInstruction(); break; case Game1.STATE.REGULAR: drawNormal(ref game); break; case Game1.STATE.ENDGAME: drawEnd(ref game); break; case Game1.STATE.PAUSED: drawPause(ref game); break; } }
void drawEnd(ref Game1 game) { String msg; Game1.batch.Draw(textures[finalTextures[game.typeOfMax]], screen, Color.White); for (int i = 0; i < Collection.NUM_OF_PLAYERS; i++) { msg = "Player " + i + " ( " + Entity.colors.ElementAt(i).Value + " ) Score: " + game.Collection.Players[i].Score; fontRenderer.DrawText(Game1.batch, (int)FINAL_SCORE_DISPLACEMENT.X, (int)FINAL_SCORE_DISPLACEMENT.Y + (50 * i), msg); } labels[0].Draw(); }
void drawPause(ref Game1 game) { drawFloor(); drawDisplay(game.state == Game1.STATE.PAUSED ? game.PauseTimer : game.RoundTimer, game.currentRound); drawTrails(game.Collection.Trails); drawEntities(game.Collection.Entities); }
void drawNormal(ref Game1 game) { drawFloor(); drawDisplay(game.RoundTimer, game.currentRound); drawEntities(game.Collection.Entities); }
static void Main() { using (var game = new Game1()) game.Run(); }