protected override void Draw(GameTime gameTime) { _graphics.GraphicsDevice.Clear(_clearColor); CurrentSpriteBatch.Begin(SpriteSortMode.Deferred); CurrentLevel.Draw(gameTime); CurrentSpriteBatch.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) { if (GameStateManager.CurrentGameState == GameStateManager.GameState.Game) { // Since we're drawing in order from back to front, depth buffer is disabled graphics.GraphicsDevice.RenderState.DepthBufferEnable = false; graphics.GraphicsDevice.Clear(Color.Black); // Prepare scene sceneGraph.NewScene(); CurrentLevel.ResetCollisionDebugInfo(); spriteBatch.Begin(SpriteBlendMode.AlphaBlend, SpriteSortMode.Deferred, SaveStateMode.SaveState); // AddToScene the background CurrentLevel.Draw(sceneGraph, spriteBatch, Color.Black); // AddToScene the player sceneGraph.AddToScene(playerSprite.ToSceneGraphNode()); // AddToScene the enemies sceneGraph.AddToScene(CurrentLevel.NpcContainer.AddToScene()); // Write debug info sceneGraph.AddText("Player position: " + playerSprite.Position + " Player destination: " + playerSprite.Destination); sceneGraph.AddText("Tile position:" + CurrentLevel.ToTileCoordinate(playerSprite.Position)); sceneGraph.AddText("Player is dead:" + playerIsDead); sceneGraph.AddText("Player keypress: " + playerSprite.currentMovement.XDirection + " " + playerSprite.currentMovement.YDirection); sceneGraph.AddText(collisionDebugString); sceneGraph.AddText("Cam position:" + camera.Position); sceneGraph.Draw(); gameHUD.Draw(bigFont, HUDPosition); //base.Draw(gameTime); spriteBatch.End(); } else { if (GameStateManager.CurrentGameState == GameStateManager.GameState.Menu) { IsMouseVisible = true; } GraphicsDevice.Clear(Color.Black); 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.Black); if (CurrentLevel != null) { CurrentLevel.Draw(gameTime); } #region DrawFPS if (ShowFPS) { } #endregion DrawFPS base.Draw(gameTime); }
public override void Draw(ref SpriteBatch _spriteBatch) { // Draw the level and the player base.Draw(ref _spriteBatch); CurrentLevel.Draw(ref _spriteBatch); Player.Draw(ref _spriteBatch); if (Managers.Networking.GameplayNetworkHandler.InLocalGame && Game1.InputManager.KeyPressed(Microsoft.Xna.Framework.Input.Keys.Tab)) { ScoreMenu.Draw(ref _spriteBatch, new Vector2(640, 400), TextureDirection.Right); Game1.FontManager.WriteTitle(_spriteBatch, "Scores", new Vector2(640, 200), Color.Red); int index = 0; foreach (KeyValuePair <string, int> score in Managers.Networking.GameplayNetworkHandler.PlayerHighscore) { Game1.FontManager.WriteText(_spriteBatch, $"{score.Key} - {score.Value}", new Vector2(640, 250 + index++ *50), Color.Red); } } }
public override void Draw() { Game.Graphics.GraphicsDevice.Clear(BGColor); if (!Player.Dead) { Game.SpriteBatch.Begin(Game.Camera, samplerState: SamplerState.PointClamp); CurrentLevel.Draw(); Player.Draw(); Particles.Effects.Draw(); Game.SpriteBatch.End(); } Game.SpriteBatch.Begin(samplerState: SamplerState.PointClamp); Game.SpriteBatch.Draw(Helper.SquareTexture, topRect, Color.Black * 0.5f); Player.DrawHUD(); if (!Paused) { pauseButton.Draw(); } if (Paused) { pausePopUp.Draw(); } if (Player.Dead) { Game.SpriteBatch.Draw(Helper.SquareTexture, new Rectangle(0, 0, Game.Screen.X, Game.Screen.Y), Color.Black * 0.5f); restartPopUp.Draw(); } ; Game.SpriteBatch.End(); }
public virtual void Draw(GameTime gameTime, SpriteBatch spriteBatch) { CurrentLevel.Draw(gameTime, spriteBatch); }
public void DrawLevel(GameTime gameTime, SpriteBatch spriteBatch, Camera camera) { CurrentLevel.Draw(gameTime, spriteBatch, camera); }
public override void Draw(GameTime gameTime, SpriteBatch spriteBatch) { base.Draw(gameTime, spriteBatch); CurrentLevel.Draw(gameTime, spriteBatch); }