protected override void Draw(GameTime gameTime) { base.Draw(gameTime); GraphicsDevice.Clear(Color.CornflowerBlue); _guiSystem.Draw(gameTime); }
public void Draw(GameTime gameTime, GraphicsDevice graphicsDevice, SpriteBatch spriteBatch, Matrix spriteScale) { // So we know the screen is rendering backgroundManager.Draw(spriteBatch, spriteScale); spriteBatch.Begin(); guiSystem.Draw(spriteBatch); spriteBatch.End(); }
public void Draw(GameTime gameTime, SpriteBatch spriteBatch, Matrix spriteScale) { backgroundManager.Draw(spriteBatch, spriteScale); spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.None, RasterizerState.CullCounterClockwise, null, spriteScale); spriteBatch.DrawString(HeaderFont, "Levi Challenge", HeaderPosition, Color.White * 0.6f); spriteBatch.DrawString(HUDFont, "Made by Nathan Todd", MadeByPosition, Color.White * 0.6f); guiSystem.Draw(spriteBatch); spriteBatch.End(); }
protected override void Draw(GameTime gameTime) { base.Draw(gameTime); _spriteBatch.Begin(transformMatrix: _viewportAdapter.GetScaleMatrix()); _spriteBatch.Draw(_backgroundTexture, _viewportAdapter.BoundingRectangle, Color.White); _spriteBatch.End(); _guiSystem.Draw(gameTime); }
public override void Draw(GameTime gameTime) { guiSystem.Draw(gameTime); textBoxR.Draw(gameTime); textBoxG.Draw(gameTime); textBoxB.Draw(gameTime); base.Draw(gameTime); }
public void Draw(GameTime gameTime, GraphicsDevice graphicsDevice, SpriteBatch spriteBatch, Matrix spriteScale) { // So we know the screen is rendering graphicsDevice.Clear(Color.Orange); spriteBatch.Begin(); guiSystem.Draw(spriteBatch); spriteBatch.End(); // Draw Scrollable Lists ChallengeSelectionList.Draw(spriteBatch); }
protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Black); _fpsCounter.Draw(gameTime); Window.Title = $"{_currentDemo?.Name} {_fpsCounter.FramesPerSecond}"; base.Draw(gameTime); _currentDemo?.OnDraw(gameTime); _guiSystem.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); spriteBatch.Begin(); if (trailno > 0) { if (ballspeed < 2) { foreach (Vector2 pos in trail) { spriteBatch.Draw(plain, new Rectangle((int)pos.X, (int)pos.Y, balld, balld), Color.DarkGray); } } else { for (int i = 0; i + 1 < trail.Count; i += 1) { new RectSprite(plain, trail[i].X + balld / 2f, trail[i].Y + balld / 2f, trail[i + 1].X + balld / 2f, trail[i + 1].Y + balld / 2f).Draw(spriteBatch, Color.DarkGray, balld, 1.2f); } } trail.Add(ballpos); if (trail.Count > trailno) { trail.RemoveAt(0); } } spriteBatch.Draw(plain, new Rectangle(0, (int)othery, paddlew, paddleh), Color.White); spriteBatch.Draw(plain, new Rectangle(GraphicsDevice.Viewport.Width - paddlew, (int)usery, paddlew, paddleh), Color.White); string scoretext = "" + othersc + " : " + usersc; Vector2 scoretextd = font.MeasureString(scoretext); spriteBatch.DrawString(font, scoretext, new Vector2((GraphicsDevice.Viewport.Width / 2) - (scoretextd.X / 2), 10), Color.White); //ai stuff if (drawTraj) { foreach (Tuple <Vector2, Vector2> seg in ailines) { new RectSprite(plain, seg.Item1, seg.Item2).Draw(spriteBatch, Color.Red, 2); } } spriteBatch.Draw(plain, new Rectangle((int)ballpos.X, (int)ballpos.Y, balld, balld), Color.White); spriteBatch.End(); //gui _gui.Draw(gameTime); base.Draw(gameTime); }
internal override void DrawScene(GameTime gameTime) { if (spriteBatch != null && playerSprite != null && plyerTextureTransform != null) { spriteBatch?.Begin(); spriteBatch?.Draw(playerSprite, plyerTextureTransform); spriteBatch?.Draw(enemySprite, enemyTextureTransform); spriteBatch?.Draw(upArrowSprite, upArrowTransform); spriteBatch?.Draw(downArrowSprite, downArrowTransForm); spriteBatch?.End(); } _guiSystem.Draw(gameTime); }
//private Keys GetKey() //{ // Code to get the key the user is pressing //} public void Draw(SpriteBatch spriteBatch) { spriteBatch.Begin(); guiSystem.Draw(spriteBatch); spriteBatch.End(); }
public void Draw(GameTime gameTime) { guiSystem.Draw(gameTime); }
internal override void DrawScene(GameTime gameTime) { _guiSystem.Draw(gameTime); }
protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Black); _guiSystem.Draw(gameTime); }
public override void Draw(GameTime gameTime) { guiSystem.Draw(gameTime); }
public void Draw(SpriteBatch spritebatch) { guiSystem.Draw(spritebatch); }