/// <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.CornflowerBlue); var pleftVel = string.Format("Left: {0:F3}", leftVel / 12.0f); var prightVel = string.Format("Right: {0:F3}", rightVel / 12.0f); var tvel = string.Format("Vel: {0:F3}", vel); var rvel = string.Format("Vel: {0:F3}", rot); var psonar0 = string.Format("Sonar0: {0:F3}", sonar0.GetDistance()); var psonar1 = string.Format("Sonar1: {0:F3}", sonar1.GetDistance()); var psonar2 = string.Format("Sonar2: {0:F3}", sonar2.GetDistance()); var psonar3 = string.Format("Sonar3: {0:F3}", sonar3.GetDistance()); var psonar4 = string.Format("Sonar4: {0:F3}", sonar4.GetDistance()); var pground0 = string.Format("Ground0: {0:F3}", groundSensor0.GetValue()); var pground1 = string.Format("Ground1: {0:F3}", groundSensor1.GetValue()); var pground2 = string.Format("Ground2: {0:F3}", groundSensor2.GetValue()); // TODO: Add your drawing code here spriteBatch.Begin(); spriteBatch.Draw(gridTex, Vector2.Zero, Color.White); //spriteBatch.Draw(squareTex, pos, Color.Red); spriteBatch.Draw(squareTex, 50 * Vector2.One, lowerLeftBumper.GetState() ? Color.Black : Color.White); spriteBatch.Draw(squareTex, 120 * Vector2.One, upperLeftBumper.GetState() ? Color.Black : Color.White); spriteBatch.Draw(squareTex, 190 * Vector2.One, upperRightBumper.GetState() ? Color.Black : Color.White); spriteBatch.Draw(squareTex, 260 * Vector2.One, lowerRightBumper.GetState() ? Color.Black : Color.White); spriteBatch.DrawString(spriteFont, pleftVel, new Vector2(0, 200), Color.White); spriteBatch.DrawString(spriteFont, prightVel, new Vector2(0, 200 + spriteFont.LineSpacing), Color.White); spriteBatch.DrawString(spriteFont, tvel, new Vector2(0, 200 + 2 * spriteFont.LineSpacing), Color.White); spriteBatch.DrawString(spriteFont, rvel, new Vector2(0, 200 + 3 * spriteFont.LineSpacing), Color.White); spriteBatch.DrawString(spriteFont, psonar0, new Vector2(0, 200 + 4 * spriteFont.LineSpacing), Color.White); spriteBatch.DrawString(spriteFont, psonar1, new Vector2(0, 200 + 5 * spriteFont.LineSpacing), Color.White); spriteBatch.DrawString(spriteFont, psonar2, new Vector2(0, 200 + 6 * spriteFont.LineSpacing), Color.White); spriteBatch.DrawString(spriteFont, psonar3, new Vector2(0, 200 + 7 * spriteFont.LineSpacing), Color.White); spriteBatch.DrawString(spriteFont, psonar4, new Vector2(0, 200 + 8 * spriteFont.LineSpacing), Color.White); spriteBatch.DrawString(spriteFont, pground0, new Vector2(0, 200 + 9 * spriteFont.LineSpacing), Color.White); spriteBatch.DrawString(spriteFont, pground1, new Vector2(0, 200 + 10 * spriteFont.LineSpacing), Color.White); spriteBatch.DrawString(spriteFont, pground2, new Vector2(0, 200 + 11 * spriteFont.LineSpacing), Color.White); spriteBatch.End(); base.Draw(gameTime); }