public static void Draw() { var spriteBatch = VariableProvider.SpriteBatch; Entities.ForEach(e => e.Draw()); _player.Draw(); }
public void Draw() { if (m_CurrentState == null) { return; } m_CurrentState.Draw(); }
public virtual void Draw(SpriteBatch spriteBatch) { // Draw is required as part of the IGameObject interface. Everything must implement this interface. for (int i = 0; i < components.Count; i++) { IGameObject component = components[i] as IGameObject; component.Draw(spriteBatch); } }
public void Draw(SpriteBatch spriteBatch) { if (counter < TimerUtil.DisplayTimer) { backgroundObject.Draw(spriteBatch); lifeTextSprite.Location = new Vector2(SpriteUtil.textPositionX, SpriteUtil.textPositionY); lifeTextSprite.Draw(spriteBatch); marioSprite.Draw(spriteBatch, new Vector2(SpriteUtil.marioPositionX, SpriteUtil.marioPositionY)); } }
public void Draw(SpriteBatch spriteBatch) { // Call Draw on every entity on the list for (int i = 0; i < Entities.Count; i++) { // Draw is a method in the IGameObject interface, not IEntity. // So a cast is required before it can be called. IGameObject entity = Entities[i] as IGameObject; entity.Draw(spriteBatch); } }
protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Black); spriteBatch.Begin(samplerState: SamplerState.PointClamp); gameObject.Draw(spriteBatch); foreach (ITextSprite text in texts) { text.Draw(spriteBatch); } spriteBatch.End(); base.Draw(gameTime); }
public override void Draw(SpriteBatch spriteBatch) { // Draw game BG between Dark and Normal mode spriteBatch.Draw(GodMode ? BG_Dark : BG_Normal, Vector2.Zero, Color.White); if (GodMode) { NightObj.ForEach(obj => obj.Draw(spriteBatch)); } else { LightObj.ForEach(obj => obj.Draw(spriteBatch)); } spriteBatch.DrawString(font, "Time : " + time.ToString("0.00"), new Vector2(25, 25), Color.Black); spriteBatch.Draw(catapultBackTexture, new Vector2(200, 470), Color.White); BulletObj.Draw(spriteBatch); spriteBatch.Draw(catapultFrontTexture, new Vector2(200, 470), Color.White); if (isWin) { spriteBatch.Draw(BlackPanel, Vector2.Zero, new Color(Color.Black, 0.8f)); if (star == 1) { spriteBatch.Draw(Star1, new Vector2(640 - Star1.Width / 2, 360 - Star1.Height), Color.White); } else if (star == 2) { spriteBatch.Draw(Star2, new Vector2(640 - Star1.Width / 2, 360 - Star1.Height), Color.White); } else if (star == 3) { spriteBatch.Draw(Star3, new Vector2(640 - Star1.Width / 2, 360 - Star1.Height), Color.White); } spriteBatch.Draw(Restart, new Vector2(100, 500), Color.White); spriteBatch.Draw(Home, new Vector2(450, 500), Color.White); spriteBatch.Draw(Next, new Vector2(800, 500), Color.White); } }
protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here _spriteBatch.Begin(); hero.Draw(_spriteBatch); foreach (IMapObject block in blocks) { block.Draw(_spriteBatch); } // DRAW COLLIDERS //collisionManager.DrawColliders(_spriteBatch, GraphicsDevice); _spriteBatch.End(); base.Draw(gameTime); }
protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); mario.Draw(spriteBatch); obj2.Draw(spriteBatch); }
public void Draw(SpriteBatch spriteBatch) { backgroundSprite.Draw(spriteBatch); lifeTextSprite.Location = new Vector2(SpriteUtil.gameOverPositionX, SpriteUtil.gameOverPositionY); lifeTextSprite.Draw(spriteBatch); }