/// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> public void DrawGame() { switch (mCurrentGameState) { case GameStates.StartScreen: if (mSplashScreen != null) { mSplashScreen.Draw(); } break; case GameStates.Playing: mEnvironment.Draw(); mHero.Draw(); FontSupport.PrintStatus("Distance: " + mDistantTraveled + " Size: " + mHero.HeroSize, null); break; case GameStates.Dead: if (mGameOverScreen != null) { mGameOverScreen.Draw(); } break; } }
/// <summary> /// This is called when the game should draw itself. /// </summary public void DrawGame() { mBall.Draw(); FontSupport.PrintStatusAt(mBall.Position, mBall.RotateAngleInRadin.ToString(), Color.Red); mUWBLogo.Draw(); FontSupport.PrintStatusAt(mUWBLogo.Position, mUWBLogo.Position.ToString(), Color.Black); FontSupport.PrintStatus("A-Soccer B-logo Left Thumb:move RightThumb:Scale X/Y:Rotate", null); }
/// <summary> /// This is called when the game should draw itself. /// </summary public void DrawGame() { mBall.Draw(); FontSupport.PrintStatusAt(mBall.Position, mBall.RotateAngleInRadian.ToString(), Color.Red); mUWBLogo.Draw(); FontSupport.PrintStatusAt(mUWBLogo.Position, mUWBLogo.Position.ToString(), Color.Black); // Print out text message to echo status FontSupport.PrintStatus("A-Soccer B-Logo LeftThumb:Move RightThumb:Scale X/Y:Rotate", null); }
/// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> public void DrawGame() { mFlower.Draw(); foreach (var p in mPlane) { p.Draw(); } mHero.Draw(); FontSupport.PrintStatus("Collisions Bound(" + mHeroBoundCollision + ") Pixel(" + mHeroPixelCollision + ")", null); }
/// <summary> /// This is called when the game should draw itself. /// </summary> public void DrawGame() { mLargeFlower.Draw(); mSmallTarget.Draw(); // Print out text messsage to echo status FontSupport.PrintStatus("Primitive Collide=" + mPrimitiveCollide + " PixelCollide=" + mPixelCollide, null); FontSupport.PrintStatusAt(mSmallTarget.Position, mSmallTarget.Position.ToString(), Color.Red); if (mPixelCollide) { mCollidePosition.Draw(); } }
/// <summary> /// Draws the game state /// </summary> public void DrawGame() { mRocket.Draw(); if (mNetInFlight) { mNet.Draw(); } if (mInsectPreset) { mInsect.Draw(); } //print out text message to echo status FontSupport.PrintStatus("Num insects netted = " + mNumInsectShot + " Num missed = " + mNumMissed, null); }
/// <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) { // Clear to background color GraphicsDevice.Clear(Color.CornflowerBlue); Game1.sSpriteBatch.Begin(); // Initialize drawing support mUWBLogo.Draw(); mBall.Draw(); //print out text message to echo status FontSupport.PrintStatus("Ball position:" + mBall.Position, null); FontSupport.PrintStatusAt(mUWBLogo.Position, mUWBLogo.Position.ToString(), Color.White); FontSupport.PrintStatusAt(mBall.Position, "Radius " + mBall.Radius, Color.Red); Game1.sSpriteBatch.End(); // Inform graphics system we are done drawing base.Draw(gameTime); }
/// <summary> /// This is called when the game should draw itself. /// </summary public void DrawGame() { // Drawing the vectors Vector2 v = mPb.Position - mPa.Position; // Vector V is from Pa to Pb // Draw Vector-V at Pa, and Px ShowVector.DrawFromTo(mPa.Position, mPb.Position); ShowVector.DrawPointVector(mPx.Position, v); // Draw VectorAtY at Py ShowVector.DrawPointVector(mPy.Position, mVectorAtPy); mPa.Draw(); mPb.Draw(); mPx.Draw(); mPy.Draw(); // Print out text message to echo status FontSupport.PrintStatus("Locator Positions: A=" + mPa.Position + " B=" + mPb.Position, null); }
/// <summary> /// Iterate through all visible game object and draw them /// </summary> public void DrawGame() { mHero.Draw(); foreach (BasketBall b in mBBallList) { b.Draw(); } if (null != mFinal) { mFinal.Draw(); } // Drawn last to always show up on top FontSupport.PrintStatus("Status: " + "Score=" + mScore + " Basketball: Generated( " + mTotalBBallCreated + ") Collected(" + mBBallHit + ") Missed(" + mBBallMissed + ")", null); }
/// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> public void DrawGame() { chao.Draw(); Redes.Draw(); mFlower.Draw(); EntradaEdificio.Draw(); foreach (var p in mPlane) { p.Draw(); } mHero.Draw(); if (mHeroPixelCollision) { mHeroTarget.Draw(); } FontSupport.PrintStatus("Collisions Bound(" + mHeroBoundCollision + ") Pixel(" + mHeroPixelCollision + ")", null); }