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.LightSlateGray);

            spriteBatch.Begin();
            spriteBatch.Draw(mainBackground, Vector2.Zero, Color.White);

            // Draw the moving background
            bgLayer1.Draw(spriteBatch);
            bgLayer2.Draw(spriteBatch);

            // Draw the explosions
            for (int i = 0; i < explosions.Count; i++)
            {
                explosions[i].Draw(spriteBatch);
            }

            // Draw the Enemies
            for (int i = 0; i < enemies.Count; i++)
            {
                enemies[i].Draw(spriteBatch);
            }

            // Draw the Projectiles
            for (int i = 0; i < projectiles.Count; i++)
            {
                projectiles[i].Draw(spriteBatch);
            }
            player.Draw(spriteBatch);


            // Draw the score
            spriteBatch.DrawString(font, "score: " + score, new Vector2(GraphicsDevice.Viewport.TitleSafeArea.X, GraphicsDevice.Viewport.TitleSafeArea.Y), Color.White);
            // Draw the player health
            spriteBatch.DrawString(font, "health: " + player.Health, new Vector2(GraphicsDevice.Viewport.TitleSafeArea.X, GraphicsDevice.Viewport.TitleSafeArea.Y + 30), Color.White);



            spriteBatch.End();

            base.Draw(gameTime);
        }
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);
            //Start Drawing
            spriteBatch.Begin();

            //Draw background
            spriteBatch.Draw(mainBackground, Vector2.Zero, Color.Azure);
            bgLayer1.Draw(spriteBatch, Color.Azure);
            bgLayer2.Draw(spriteBatch, Color.Azure);

            //Draw Enemies
            foreach (Enemy enemy in enemies)
            {
                enemy.Draw(spriteBatch);
            }

            //Draw projectiles
            foreach (Projectile proj in projectiles)
            {
                proj.Draw(spriteBatch);
            }

            //Draw Player
            player.Draw(spriteBatch);

            //Draw Explosions
            foreach (Animation explo in explosions)
            {
                explo.Draw(spriteBatch);
            }

            //Draw UI
            ui.Draw(spriteBatch, GraphicsDevice.Viewport);

            //Stop drawing
            spriteBatch.End();
            // TODO: Add your drawing code here

            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();

            spriteBatch.Draw(mainBackground, Vector2.Zero, Color.White);

            //Draw the moving background
            bgLayer1.Draw(spriteBatch);
            bgLayer2.Draw(spriteBatch);
            //Draw Player
            player.Draw(spriteBatch);
            //Draw Enemies
            for (int i = 0; i < enemies.Count; i++)
            {
                enemies[i].Draw(spriteBatch);
            }

            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.CornflowerBlue);

            spriteBatch.Begin();
            //Drawing code here

            background.Draw(spriteBatch);

            foreach (Enemy e in enemies)
            {
                e.Draw(spriteBatch);
            }
            foreach (Projectile p in projectiles)
            {
                p.Draw(spriteBatch);
            }

            player.Draw(spriteBatch);

            foreach (Animation e in explosions)
            {
                e.Draw(spriteBatch);
            }

            DrawText(spriteBatch, "Score: " + score, new Vector2(0, 0), Color.White);
            DrawText(spriteBatch, "Health: " + player.health, new Vector2(0, 30), Color.White);
            Vector2 leftThumbStick = GamePad.GetState(PlayerIndex.One).ThumbSticks.Left;

            DrawText(spriteBatch, "ThumbStickLeft: (" + leftThumbStick.X + "," + leftThumbStick.Y + ")", new Vector2(0, 60), Color.White);

            //End Drawing code
            spriteBatch.End();

            base.Draw(gameTime);
        }
Esempio n. 5
0
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.Black);

            spriteBatch.Begin();

            //Draw the Main Background Texture
            spriteBatch.Draw(mainBackground, rectBackground, Color.White);

            // Draw the moving background
            bgLayer1.Draw(spriteBatch);
            bgLayer2.Draw(spriteBatch);

            foreach (var a in asteroids)
            {
                if (a.Active)
                {
                    a.Draw(spriteBatch);
                }
            }

            // Draw the Enemies
            foreach (var e in enemies)
            {
                e.Draw(spriteBatch);
            }

            foreach (var i in enemyLaserBeams)
            {
                i.Draw(spriteBatch);
            }

            if (shootingEnemy.Active)
            {
                shootingEnemy.Draw(spriteBatch);
            }

            if (healer.Active)
            {
                healer.Draw(spriteBatch);
            }

            if (bomb.Active)
            {
                bomb.Draw(spriteBatch);
            }

            foreach (var l in laserBeams)
            {
                l.Draw(spriteBatch);
            }

            if (player.Active)
            {
                player.Draw(spriteBatch);
            }

            foreach (var e in explosions)
            {
                e.Draw(spriteBatch);
            }

            healthBar.Draw(spriteBatch);

            if (gameState != GameState.Playing)
            {
                playButton.Draw(spriteBatch);
                exitButton.Draw(spriteBatch);
            }

            spriteBatch.DrawString(font, "SCORE:", new Vector2(5, 8), new Color(66, 171, 223) * 0.9f);
            spriteBatch.DrawString(font, player.Score.ToString(), new Vector2(110, 8), new Color(197, 198, 200) * 0.85f);

            spriteBatch.End();

            base.Draw(gameTime);
        }