コード例 #1
0
 public void Draw(SpriteBatch sb_)
 {
     if (isActive)
     {
         for (int i = 0; i < texts.Count; i++)
         {
             currentHeight = drawer.DrawText("aaa", texts[i], new Rectangle(10, (int)Math.Round(poses[i]), virtualDims.X * 2 / 5 - 12, 666), sb_).Height;
         }
     }
 }
コード例 #2
0
        void DrawUI()
        {
            scenes.SelectScene("UI");
            scenes.SetupScene(spriteBatch, GraphicsDevice);

            uis[currentUInb].Draw(spriteBatch);

            if (gameState == GameState.Dead)
            {
                fdrawer.DrawText("realfont", score.ToString(), new Rectangle(124, 60, 224, 160), spriteBatch);
                scoretex.Draw(spriteBatch, new Vector2(44, 60));
            }

            spriteBatch.End();
        }
コード例 #3
0
ファイル: Game1.cs プロジェクト: Fusionnist/LD43
        } //draw to game scene

        void DrawMenu()
        {
            scenes.SelectScene("menu");
            scenes.SetupScene(spriteBatch, GraphicsDevice);

            if (currentState == GameState.Game)
            {
                mm.SetCompletion((float)GameData.madness / 100);
                mm.Draw(spriteBatch, new Vector2(10, 165));
                dd.SetCompletion(gameTick.timer / gameTick.time);
                dd.Draw(spriteBatch, new Vector2(260, 165));

                DrawMeter(GameData.madness / 2, new Vector2(10, 165));
                //if (GameData.cultExists)
                //    DrawMeter(GameData.daysUntilDoom * 5, new Vector2(135, 165));
                DrawMeter((int)((gameTick.timer / gameTick.time) * 50), new Vector2(260, 165));
            }

            if (currentSubState == GameSubState.Pause)
            {
                pauseBG.Draw(spriteBatch, Vector2.Zero);
                fdrawer.DrawText("font", "Pause", new Rectangle(140, 10, 40, 11), spriteBatch);
            }
            //DRAW
            currentUI.Draw(spriteBatch);
            fdrawer.DrawText("font", tooltipText, new Rectangle((int)tooltipPos.X, (int)tooltipPos.Y, 320 - (int)tooltipPos.X, 180), spriteBatch);

            spriteBatch.End();
        } //draw to menu scene