コード例 #1
0
        public override void Draw(GameTime gameTime)
        {
            lhg.MySpriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend);
            background.Draw(gameTime);
            lhg.MySpriteBatch.End();

            stage.MyView = this.view;
            stage.Draw(gameTime);

            // Draw the hexagonal combat board.  The board will all the players and obstacles that are on the board
            combatBoard.Draw(gameTime);

            if (this.combatMenu.Visible)
            {
                lhg.MySpriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend);
                combatMenu.Draw(gameTime);
                lhg.MySpriteBatch.End();
            }

            lhg.MySpriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend);
            combatHUD.Draw(gameTime);
            lhg.MySpriteBatch.End();

            base.Draw(gameTime);
        }
コード例 #2
0
        public override void Draw(GameTime gameTime)
        {
            spriteBatch.Begin();
            background.Draw(gameTime);

            foreach (NumberBox numberBox in numberBoxes)
            {
                numberBox.Draw(gameTime);
            }

            buttonMenu.Draw(gameTime);

            spriteBatch.End();

            base.Draw(gameTime);
        }
コード例 #3
0
        public override void Draw(GameTime gameTime)
        {
            lhg.GraphicsDevice.Clear(Color.Black);

            lhg.MySpriteBatch.Begin();
            background.Draw(gameTime);
            playerHUD.Draw(gameTime);
            lhg.MySpriteBatch.End();

            //the SpriteBatch added below to draw the current technique name
            //is changing some needed render states, so they are reset here.
            lhg.GraphicsDevice.DepthStencilState = DepthStencilState.Default;

            //draw the reference grid so it's easier to get our bearings
            grid.Draw();
            base.Draw(gameTime);
        }