protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.BurlyWood); // TODO: Add your drawing code here _spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, null, null, null, camera.Transform); lv1.Draw(_spriteBatch); hero.Draw(_spriteBatch); _spriteBatch.End(); base.Draw(gameTime); }
/// <summary> /// Draws the Screen /// </summary> /// <param name="gameTime">the game's time</param> public override void Draw(GameTime gameTime) { // This game has a blue background. Why? Because! ScreenManager.GraphicsDevice.Clear(ClearOptions.Target, Color.SeaGreen, 0, 0); // Our player and enemy are both actually just text strings. var spriteBatch = ScreenManager.SpriteBatch; //spriteBatch.Begin(samplerState: SamplerState.PointClamp); //Levels state machine switch (levelState) { case LevelState.Start: spriteBatch.Begin(samplerState: SamplerState.PointClamp); spriteBatch.DrawString(bangers, "Welcome Warrior For Fun!", new Vector2(175, 100), Color.White, 0f, new Vector2(0, 0), 1f, SpriteEffects.None, 0); spriteBatch.DrawString(bangers, "WASD to move and arrows to attack", new Vector2(105, 150), Color.White, 0f, new Vector2(0, 0), 1f, SpriteEffects.None, 0); spriteBatch.DrawString(bangers, "Slay all enemies to progress stages", new Vector2(95, 200), Color.White, 0f, new Vector2(0, 0), 1f, SpriteEffects.None, 0); spriteBatch.DrawString(bangers, "Press [Space] to Begin!", new Vector2(195, 250), Color.White, 0f, new Vector2(0, 0), 1f, SpriteEffects.None, 0); spriteBatch.End(); break; case LevelState.Zero: spriteBatch.Begin(samplerState: SamplerState.PointClamp); level0.Draw(gameTime, spriteBatch); spriteBatch.DrawString(bangers, "" + gameTime.TotalGameTime, Vector2.Zero, Color.White); spriteBatch.End(); break; case LevelState.One: spriteBatch.Begin(samplerState: SamplerState.PointClamp); level1.Draw(gameTime, spriteBatch); spriteBatch.DrawString(bangers, "" + gameTime.TotalGameTime, Vector2.Zero, Color.White); spriteBatch.End(); break; case LevelState.Two: ScreenManager.GraphicsDevice.Clear(ClearOptions.Target, Color.CadetBlue, 0, 0); level2.Draw(gameTime, spriteBatch); break; case LevelState.EndW: spriteBatch.Begin(samplerState: SamplerState.PointClamp); spriteBatch.DrawString(bangers, "You Have WON!!!!", new Vector2(243, 100), Color.Gold, 0f, new Vector2(0, 0), 1.25f, SpriteEffects.None, 0); spriteBatch.DrawString(bangers, "Press [Space] to go to the main menu", new Vector2(30, 150), Color.Gold, 0f, new Vector2(0, 0), 1.25f, SpriteEffects.None, 0); spriteBatch.DrawString(bangers, "or [Esc] to open the menu", new Vector2(150, 200), Color.Gold, 0f, new Vector2(0, 0), 1.25f, SpriteEffects.None, 0); spriteBatch.DrawString(bangers, "" + gameTime.ElapsedGameTime + " Not bad, but can you do better?", new Vector2(10, 250), Color.Gold, 0f, Vector2.Zero, 1f, SpriteEffects.None, 0); spriteBatch.End(); break; case LevelState.EndL: spriteBatch.Begin(samplerState: SamplerState.PointClamp); spriteBatch.DrawString(bangers, "You Have DIED!!!", new Vector2(243, 100), Color.Red, 0f, new Vector2(0, 0), 1.25f, SpriteEffects.None, 0); spriteBatch.DrawString(bangers, "Press [Space] to go to the main menu", new Vector2(30, 150), Color.Red, 0f, new Vector2(0, 0), 1.25f, SpriteEffects.None, 0); spriteBatch.DrawString(bangers, "or [Esc] to open the menu", new Vector2(150, 200), Color.Red, 0f, new Vector2(0, 0), 1.25f, SpriteEffects.None, 0); spriteBatch.DrawString(bangers, _time + " Not bad, but can you do better?", new Vector2(10, 250), Color.Red, 0f, Vector2.Zero, 1f, SpriteEffects.None, 0); spriteBatch.End(); break; } //spriteBatch.DrawString(_gameFont, "// TODO", _playerPosition, Color.Green); //spriteBatch.DrawString(_gameFont, "Insert Gameplay Here", // _enemyPosition, Color.DarkRed); //spriteBatch.End(); // If the game is transitioning on or off, fade it out to black. if (TransitionPosition > 0 || _pauseAlpha > 0) { float alpha = MathHelper.Lerp(1f - TransitionAlpha, 1f, _pauseAlpha / 2); ScreenManager.FadeBackBufferToBlack(alpha); } }
protected void DrawLevel() { switch (levelNumber) { case 1: levelOne.Draw(spriteBatch, graphics); break; case 2: levelTwo.Draw(spriteBatch, graphics); break; case 3: levelThree.Draw(spriteBatch, graphics); break; case 4: if (!transition) { levelFour.DrawConvo(spriteBatch, graphics); } levelFour.Draw(spriteBatch, graphics); break; case 5: if (!transition) { levelFive.DrawConvo(spriteBatch, graphics); } levelFive.Draw(spriteBatch, graphics); break; case 6: levelSix.Draw(spriteBatch, graphics); break; case 7: levelSeven.Draw(spriteBatch, graphics); level7Inst.Play(); break; case 8: levelEight.Draw(spriteBatch, graphics); break; case 9: levelNine.Draw(spriteBatch, graphics); break; case 10: levelTen.Draw(spriteBatch, graphics); break; case 11: levelEle.Draw(spriteBatch, graphics); break; case 12: levelTwe.Draw(spriteBatch, graphics); break; case 13: levelTteen.Draw(spriteBatch, graphics); break; case 14: levelFourteen.Draw(spriteBatch, graphics); break; case 15: levelFifteen.Draw(spriteBatch, graphics); break; case 16: levelSixteen.Draw(spriteBatch, graphics); break; case 17: levelSeventeen.Draw(spriteBatch, graphics); break; default: break; } //spriteBatch.Draw(theOne.Sprite, new Rectangle(theOne.posX, theOne.posY, theOne.Sprite.Width, theOne.Sprite.Height), Color.White); if (walkingRight) { theOneSprRight.Draw(spriteBatch, new Vector2(theOne.posX, theOne.posY)); } else { theOneSprLeft.Draw(spriteBatch, new Vector2(theOne.posX, theOne.posY)); } if (transition) { spriteBatch.Draw(transitionBackground, new Rectangle((int)transitionPos.X, (int)transitionPos.Y, graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight), Color.White); if (levelNumber == 10) { SongTransition(); } } }