/// <summary> /// The main entry point for the application. /// </summary> static void Main(string[] args) { using (Game1 game = new Game1(args)) { game.Run(); } }
public void PlayStartSound(Game1 game) { if (playsoundatstart && !game.isGameOver()) { soundGong.Play(1.0f, 0.0f, 0.0f, false); playsoundatstart = false; } }
public void PlayGameOver(Game1 game) { StopBuzzing(game); if (playonce) { soundGameOver.Play(1.0f, 0.0f, 0.0f, false); playonce = false; } }
public void LoadContent(Game1 game) { soundFlowerPick = game.Content.Load<SoundEffect>("Flowerpick"); soundBeesBuzzing = game.Content.Load<SoundEffect>("groupbuzz"); soundGong = game.Content.Load<SoundEffect>("gong"); soundAngryBuzz = game.Content.Load<SoundEffect>("angrybuzz"); soundGameOver = game.Content.Load<SoundEffect>("gameover"); // swapped the next 2 on purpose soundUmbrella_PickUp = game.Content.Load<SoundEffect>("umbrella_spawn"); ; soundUmbrella_Spawn = game.Content.Load<SoundEffect>("umbrella_pickup"); ; soundUmbrella_Open = game.Content.Load<SoundEffect>("umbrella_open"); ; }
public void Draw(Game1 game, GameTime gameTime, int max_X, int max_Y, Sound1 so, int LevelRefresh, PlayerObject pl) { string output; Vector2 FontOrigin; //greyscale_color = (float)Math.Abs(Math.Sin(MathHelper.ToRadians((float)(gameTime.TotalGameTime.TotalSeconds * 10)))); // TODO: Add your drawing code here // Draw the sprite. spriteBatch.Begin(SpriteBlendMode.AlphaBlend); int xTiles = max_X / sprite4.Width; int yTiles = max_Y / sprite4.Height; // background image for (int i = 0; i <= xTiles; i++) { for (int j = 0; j <= yTiles; j++) { //spriteBatch.Draw(sprite4, Vector2.Zero, null, Color.White, 0.0f, Vector2.Zero, new Vector2(graphics.GraphicsDevice.Viewport.Width / (float)sprite4.Width, graphics.GraphicsDevice.Viewport.Height / (float)sprite4.Height), SpriteEffects.None, 0); //spriteBatch.Draw(sprite4, new Vector2(i * sprite4.Width, j * sprite4.Height), new Color(1.0f, 1.0f, 1.0f, MathHelper.Clamp(greyscale_color,0.2f,1.0f))); spriteBatch.Draw(sprite4, new Vector2(i * sprite4.Width, j * sprite4.Height), new Color(1.0f, 1.0f, 1.0f)); } } // tree DrawTree(max_Y); // flowers float half_w = sprite7.Width / 2; float half_h = sprite7.Height / 2; foreach (MovingObject a in SpriteList2) { Vector2 center; // float new_scale = (game.CorrectX() + game.CorrectY())/2; center = new Vector2(half_w, half_h); // center = new Vector2(sprite7.Width / 2 * game.CorrectX(), sprite7.Height / 2 * game.CorrectY()); spriteBatch.Draw(sprite7, a.position, null, Color.White, a.rotation, center, 1.0f, SpriteEffects.None, 0.0f); // spriteBatch.Draw(sprite7, new Vector2(a.position.X * game.CorrectX(), a.position.Y * game.CorrectY()), null, Color.White, a.rotation, center, new_scale, SpriteEffects.None, 0.0f); } // beehive spriteBatch.Draw(sprite6, new Vector2(max_X * 4 / 7, 2), Color.White); // bees if (!game.isGameOver()) { Vector2 center; // umbrella if (umbrella != null) { Rectangle r = new Rectangle(0, 0, sprite11.Width/2, sprite11.Height); center = new Vector2(umb_width, umb_height); spriteBatch.Draw(sprite11, umbrella.position, r, Color.White, 0.0f, center, 1.0f, SpriteEffects.None, 0.0f); } foreach (MovingObject a in SpriteList) { switch (a.tex) { case 0: center = new Vector2(sprite1.Width / 2, sprite1.Height / 2); spriteBatch.Draw(sprite1, a.position, null, Color.White, a.rotation, center, 1.0f, SpriteEffects.None, 0.0f); output = a.position.ToString(); FontOrigin = Font1.MeasureString(output) / 2; FontPos = a.position; //spriteBatch.DrawString(Font1, output, FontPos, Color.LightGreen, 0, FontOrigin, 1.0f, SpriteEffects.None, 0.5f); break; case 1: center = new Vector2(sprite2.Width / 2, sprite2.Height / 2); spriteBatch.Draw(sprite2, a.position, null, Color.White, a.rotation, center, 1.0f, SpriteEffects.None, 0.0f); output = a.position.ToString(); FontOrigin = Font1.MeasureString(output) / 2; FontPos = a.position; //spriteBatch.DrawString(Font1, output, FontPos, Color.LightGreen, 0, FontOrigin, 1.0f, SpriteEffects.None, 0.5f); break; case 2: center = new Vector2(sprite3.Width / 2, sprite3.Height / 2); spriteBatch.Draw(sprite3, a.position, null, Color.White, a.rotation, center, 1.0f, SpriteEffects.None, 0.0f); output = a.position.ToString(); FontOrigin = Font1.MeasureString(output) / 2; FontPos = a.position; //spriteBatch.DrawString(Font1, output, FontPos, Color.LightGreen, 0, FontOrigin, 1.0f, SpriteEffects.None, 0.5f); break; case 3: center = new Vector2(sprite4.Width / 2, sprite4.Height / 2); spriteBatch.Draw(sprite4, a.position, null, Color.White, a.rotation, center, 1.0f, SpriteEffects.None, 0.0f); output = a.position.ToString(); FontOrigin = Font1.MeasureString(output) / 2; FontPos = a.position; //spriteBatch.DrawString(Font1, output, FontPos, Color.LightGreen, 0, FontOrigin, 1.0f, SpriteEffects.None, 0.5f); break; case 4: center = new Vector2(sprite5.Width / 2, sprite5.Height / 2); Color draw_color = Color.White; Texture2D current_sprite = sprite5; if (a.first) { current_sprite = sprite10; if (old_position.X > a.position.X ) { SEVal = SpriteEffects.FlipHorizontally; } else if (old_position.X < a.position.X ) { SEVal = SpriteEffects.None; } if (game.GetPlayerHit()) draw_color = Color.Crimson; else draw_color = Color.White; spriteBatch.Draw(current_sprite, a.position, null, draw_color, a.rotation, center, 1.0f, SEVal, 0.0f); if(pl.umbrella_active>0) { Rectangle r=new Rectangle(sprite11.Width / 2, 0, sprite11.Width, sprite11.Height);; center = new Vector2(umb_width, umb_height); if(SEVal==SpriteEffects.None) spriteBatch.Draw(sprite11, new Vector2(a.position.X + 30,a.position.Y - 10), r, Color.White, 0.0f, center, 1.0f, SpriteEffects.None, 0.0f); else spriteBatch.Draw(sprite11, new Vector2(a.position.X - 30, a.position.Y - 10), r, Color.White, 0.0f, center, 1.0f, SpriteEffects.None, 0.0f); } } else if (a.speed.X < 0) spriteBatch.Draw(current_sprite, a.position, null, draw_color, a.rotation, center, 1.0f, SpriteEffects.FlipHorizontally, 0.0f); else spriteBatch.Draw(current_sprite, a.position, null, draw_color, a.rotation, center, 1.0f, SpriteEffects.None, 0.0f); /*output = a.speed.ToString(); FontOrigin = Font1.MeasureString(output) / 2; FontPos = new Vector2(a.position.X,a.position.Y+70); spriteBatch.DrawString(Font1, output, FontPos, Color.Black, 0, FontOrigin, 1.0f, SpriteEffects.None, 0.5f); */ break; } } } // Game Over else { float float_effect = 0.75f + MathHelper.Clamp((float)Math.Abs(Math.Sin((gameTime.TotalGameTime.TotalSeconds) * 4 * Math.PI / 180)), 0.0f, 1.0f); //float float_effect = 0.75f + (float)Math.Sin((gameTime.TotalGameTime.TotalSeconds)*180 * Math.PI / 180); spriteBatch.Draw(sprite9, new Vector2(max_X / 2, max_Y / 2), null, Color.White, 0.0f, new Vector2(sprite9.Width / 2, sprite9.Height / 2), float_effect, SpriteEffects.None, 1.0f); so.PlayGameOver(game); } if (LevelRefresh > 0) { int Count = LevelRefresh / 60 + 1; output = Count.ToString(); FontOrigin = Font3.MeasureString(output) / 2; FontPos = new Vector2(max_X / 2, max_Y / 2); spriteBatch.DrawString(Font3, output, FontPos * 1.01f, Color.Black, 0, FontOrigin, 1.5f, SpriteEffects.None, 1.0f); spriteBatch.DrawString(Font3, output, FontPos, Color.Wheat, 0, FontOrigin, 1.5f, SpriteEffects.None, 1.0f); } if (draw_HUD) { // Draw Hello World double val = Math.Sin((gameTime.TotalGameTime.TotalSeconds * 180) * Math.PI / 180); double val2 = max_X / (float)sprite4.Height; FPS_Count += (double)gameTime.ElapsedGameTime.TotalSeconds;//MovingObject val3 = SpriteList.First(); framecount++; // HUD background spriteBatch.Draw(sprite8, Vector2.Zero, Color.White); double FPS = framecount/FPS_Count; output = "FPS: " + FPS.ToString("F04"); FontOrigin = Font1.MeasureString(output) / 2; FontPos = new Vector2(max_X-100, max_Y-50); spriteBatch.DrawString(Font1, output, FontPos * 1.002f, Color.Black, 0, FontOrigin, 1.0f, SpriteEffects.None, 1.0f); spriteBatch.DrawString(Font1, output, FontPos, Color.White, 0, FontOrigin, 1.0f, SpriteEffects.None, 1.0f); output = "LEVEL: " + game.GetLevel() + " " + "BEES: " + SpriteList.Count(); FontOrigin = Font1.MeasureString(output) / 2; FontPos = new Vector2(FontOrigin.X + 40, 30); spriteBatch.DrawString(Font1, output, new Vector2(FontPos.X * 1.02f, FontPos.Y *1.06f), Color.Black, 0, FontOrigin, 1.0f, SpriteEffects.None, 1.0f); spriteBatch.DrawString(Font1, output, FontPos, Color.White, 0, FontOrigin, 1.0f, SpriteEffects.None, 1.0f); output = "LIVES: " + game.GetLives(); FontOrigin = Font1.MeasureString(output) / 2; FontPos = new Vector2(FontOrigin.X + 40, 60); spriteBatch.DrawString(Font1, output, FontPos * 1.04f, Color.Black, 0, FontOrigin, 1.0f, SpriteEffects.None, 1.0f); spriteBatch.DrawString(Font1, output, FontPos, Color.White, 0, FontOrigin, 1.0f, SpriteEffects.None, 1.0f); /* output = "SINE: " + val.ToString("F04"); FontOrigin = Font1.MeasureString(output) / 2; FontPos = new Vector2(FontOrigin.X + 40, 30); spriteBatch.DrawString(Font1, output, FontPos * 1.04f, Color.Black, 0, FontOrigin, 1.0f, SpriteEffects.None, 1.0f); spriteBatch.DrawString(Font1, output, FontPos, Color.White, 0, FontOrigin, 1.0f, SpriteEffects.None, 1.0f); */ output = "FLOWERS: " + game.GetFlowerCount(); FontOrigin = Font1.MeasureString(output) / 2; FontPos = new Vector2(FontOrigin.X + 40, 90); spriteBatch.DrawString(Font1, output, FontPos * 1.03f, Color.Black, 0, FontOrigin, 1.0f, SpriteEffects.None, 1.0f); spriteBatch.DrawString(Font1, output, FontPos, Color.White, 0, FontOrigin, 1.0f, SpriteEffects.None, 1.0f); //output = "FPS: " + framecount / FPS_Count; output = "UMBRELLAS: " + pl.umbrella; // +" Timeleft: " + pl.umbrella_active; FontOrigin = Font1.MeasureString(output) / 2; FontPos = new Vector2(FontOrigin.X + 40, 120); spriteBatch.DrawString(Font1, output, FontPos * 1.02f, Color.Black, 0, FontOrigin, 1.0f, SpriteEffects.None, 1.0f); spriteBatch.DrawString(Font1, output, FontPos, Color.White, 0, FontOrigin, 1.0f, SpriteEffects.None, 1.0f); } spriteBatch.End(); }
public void PlayGong(Game1 game) { if(!game.isGameOver()) soundGong.Play(1.0f, 0.0f, 0.0f, false); }
public void PlayFlowerPick(Game1 game) { if (!game.isGameOver()) soundFlowerPick.Play(0.4f, 0.0f, 0.0f, false); }
public void PlayAngryBuzz(Game1 game) { if (!game.isGameOver()) soundAngryBuzz.Play(1.0f, 0.0f, 0.0f, false); }
public void StopBuzzing(Game1 game) { if (soundBeesBuzzingInstance != null) soundBeesBuzzingInstance.Stop(); }
public void PlayUmbrellaOpen(Game1 game) { if (!game.isGameOver()) soundUmbrella_Open.Play(1.0f, 0.0f, 0.0f, false); }
public void DrawLoading(Game1 game, int max_X, int max_Y) { string output; Vector2 FontOrigin; //int corrected_max_X = (int)(max_X / game.CorrectX()); //int corrected_max_Y = (int)(max_Y / game.CorrectY()); spriteBatch.Begin(SpriteBlendMode.AlphaBlend); output = "LOADING..."; FontOrigin = Font3.MeasureString(output) / 2; FontPos = new Vector2(max_X - FontOrigin.X, (max_Y - FontOrigin.Y)); spriteBatch.Draw(Title, new Vector2((max_X - Title.Width) / 2, (max_Y - Title.Height - 400) / 2), null, Color.White, 0.0f, Vector2.Zero, 1.0f, SpriteEffects.None, 0.0f); // FontOrigin = new Vector2(FontOrigin.X * game.CorrectX(), FontOrigin.Y * game.CorrectY()); // FontPos = new Vector2((corrected_max_X - FontOrigin.X), (corrected_max_Y - FontOrigin.Y)); // spriteBatch.Draw(Title, new Vector2(((max_X - Title.Width) / 2) * game.CorrectX(), ((max_Y - Title.Height - 400) / 2) * game.CorrectY()), null, Color.White, 0.0f, Vector2.Zero, 1.0f, SpriteEffects.None, 0.0f); spriteBatch.DrawString(Font3, output, FontPos * 1.008f, Color.Black, 0, FontOrigin * 1.008f, 1.0f, SpriteEffects.None, 1.0f); spriteBatch.DrawString(Font3, output, FontPos, Color.BurlyWood, 0, FontOrigin, 1.0f, SpriteEffects.None, 1.0f); spriteBatch.End(); }
public void UpdateSprite(Game1 game, GameTime gameTime, int max_X, int max_Y, Sound1 so) { List<MovingObject> cleanup = new List<MovingObject>(); Vector2 old_position; if (!game.isGameOver()) { foreach (MovingObject a in SpriteList) { // Move the sprite by speed, scaled by elapsed time. // First sprite is the player sprite if (!a.first) { old_position = a.position; a.position += a.speed * (float)gameTime.ElapsedGameTime.TotalSeconds; if (a.immune > 0) a.immune--; foreach (MovingObject b in SpriteList) { if (a != b) { if (Intersects(a, b)) { if (b.first) { if (a.immune == 0) { game.PlayerHit(); a.speed = new Vector2(100 + (50.0f * (float)Math.Sin(MathHelper.ToRadians((float)(360 * RandGen.NextDouble())))), 100 + (50.0f * (float)Math.Sin(MathHelper.ToRadians((float)(360 * RandGen.NextDouble()))))); ; a.immune = 30; } } else { Vector2 tmp = a.speed; a.speed = b.speed; b.speed = tmp; a.position = old_position; } } } } int MaxX = max_X - sprite5.Width; int MinX = 0; int MaxY = max_Y - sprite5.Height; int MinY = 0; //a.rotation += a.rotation_speed; // Check for bounce. if ((a.position.X - sprite5.Width) > MaxX) { Vector2 dir; dir = Vector2.Normalize(a.speed); a.speed.X = 100 + ((float)RandGen.NextDouble() * 100.0f); a.speed.X *= -dir.X; a.position.X = MaxX + sprite5.Width; } else if (a.position.X < MinX) { Vector2 dir; dir = Vector2.Normalize(a.speed); a.speed.X = 100 + ((float)RandGen.NextDouble() * 100.0f); a.speed.X *= -dir.X; a.position.X = MinX; } if ((a.position.Y - sprite5.Height) > MaxY) { Vector2 dir; dir = Vector2.Normalize(a.speed); a.speed.Y = 100 + ((float)RandGen.NextDouble() * 100.0f); a.speed.Y *= -dir.Y; a.position.Y = MaxY + sprite5.Height; } else if (a.position.Y < MinY) { Vector2 dir; dir = Vector2.Normalize(a.speed); a.speed.Y = 100 + ((float)RandGen.NextDouble() * 100.0f); a.speed.Y *= -dir.Y; a.position.Y = MinY; } } } } foreach (MovingObject a in SpriteList2) { // Move the sprite by speed, scaled by elapsed time. a.position += a.speed * (float)gameTime.ElapsedGameTime.TotalSeconds; int MaxX = max_X - sprite7.Width; int MinX = 0; int MaxY = max_Y - sprite7.Height; int MinY = 0; a.rotation += 0.001f; // Check for bounce. if ((a.position.X - sprite7.Width) > MaxX) { Vector2 dir; dir = Vector2.Normalize(a.speed); a.speed.X = 10 + ((float)RandGen.NextDouble() * 20.0f); a.speed.X *= -dir.X; a.position.X = MaxX + sprite7.Width; } else if (a.position.X < MinX) { Vector2 dir; dir = Vector2.Normalize(a.speed); a.speed.X = 10 + ((float)RandGen.NextDouble() * 20.0f); a.speed.X *= -dir.X; a.position.X = MinX; } if ((a.position.Y - sprite7.Height) > MaxY) { Vector2 dir; dir = Vector2.Normalize(a.speed); a.speed.Y = 10 + ((float)RandGen.NextDouble() * 20.0f); a.speed.Y *= -dir.Y; a.position.Y = MaxY + sprite7.Height; } else if (a.position.Y < MinY) { Vector2 dir; dir = Vector2.Normalize(a.speed); a.speed.Y = 10 + ((float)RandGen.NextDouble() * 20.0f); a.speed.Y *= -dir.Y; a.position.Y = MinY; } if (!game.isGameOver() && Intersects(SpriteList.First(), a)) { if (!game.isPlayerImmune()) { game.IncrementFlowerCount(); cleanup.Add(a); } } } if (!game.isGameOver()) { foreach (MovingObject a in cleanup) { so.PlayFlowerPick(game); SpriteList2.Remove(a); } } }
public void DoStart(Game1 game, GameTime gameTime, int max_X, int max_Y) { start_delay--; if (start_delay <= 0) this.DrawMenu(game, gameTime, max_X, max_Y); else this.DrawLoading(game, max_X, max_Y); }
public void UpdatePlayerSprite(Game1 game, PlayerObject pl, Sound1 so) { MouseState current_mouse = Mouse.GetState(); old_position = SpriteList.First().position; if (current_mouse.X > game.GraphicsDevice.Viewport.Width || current_mouse.Y > game.GraphicsDevice.Viewport.Height || current_mouse.X < 0 || current_mouse.Y < 0) { // out of bounds } else SpriteList.First().position = new Vector2(current_mouse.X * resolution_x_ratio, current_mouse.Y * resolution_y_ratio); // check for intersection with umbrella if (umbrella != null) { MovingObject umb_intersect = umbrella; umb_intersect.width = umb_width; umb_intersect.height = umb_height; if (Intersects(SpriteList.First(), umb_intersect)) { so.PlayUmbrellaPickUp(game); pl.umbrella++; umbrella=null; } } }
public void SpawnUmbrella(Game1 game, int max_X, int max_Y, Sound1 so) { if (umbrella == null) { umbrella = new MovingObject(); umbrella.width = sprite11.Width; umbrella.height = sprite11.Height; umbrella.position = new Vector2(max_X * (float)RandGen.NextDouble(), max_Y * (float)RandGen.NextDouble()); umbrella.speed = Vector2.Zero; so.PlayUmbrellaSpawn(game); } }
public void LoadContent(Game1 game, GraphicsDevice g) { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(g); sprite1 = game.Content.Load<Texture2D>("sprite1"); sprite2 = game.Content.Load<Texture2D>("sprite2"); sprite3 = game.Content.Load<Texture2D>("sprite3"); sprite4 = game.Content.Load<Texture2D>("sprite4"); sprite5 = game.Content.Load<Texture2D>("sprite5"); sprite6 = game.Content.Load<Texture2D>("sprite6"); sprite7 = game.Content.Load<Texture2D>("sprite7"); sprite8 = game.Content.Load<Texture2D>("sprite8"); sprite9 = game.Content.Load<Texture2D>("sprite9"); sprite10 = game.Content.Load<Texture2D>("sprite10"); MenuFrame = game.Content.Load<Texture2D>("OldMenuFrame"); Title = game.Content.Load<Texture2D>("Title"); sprite11 = game.Content.Load<Texture2D>("umbrella"); Font1 = game.Content.Load<SpriteFont>("Arial"); Font3 = game.Content.Load<SpriteFont>("Courier New Big"); Tree = game.Content.Load<Texture2D>("Tree"); curveObject = game.Content.Load<Curve>("TitleBounce"); // pre-cal the intersect parameters for the umbrella umb_width = sprite11.Width / 4; umb_height = sprite11.Height / 2; }
public void Initialize(Game1 game, int max_X, int max_Y) { //game.IsMouseVisible = true; int i = RandGen.Next(Constants.MAX_RAND_BEES) + Constants.MIN_BEES; // pre-calc the resolution ration for mouse movement in a resolution independant format resolution_x_ratio = (float)((float)game.TargetResolutionX / (float)game.GraphicsDevice.Viewport.Width); resolution_y_ratio = (float)((float)game.TargetResolutionY / (float)game.GraphicsDevice.Viewport.Height); SpriteList.Clear(); SpriteList2.Clear(); for (int j = 0; j < i; j++) { MovingObject placeholder = new MovingObject(); placeholder.rotation_speed = (float)RandGen.NextDouble() / 10; placeholder.speed = new Vector2(100 + (float)RandGen.NextDouble() * 100.0f, 100 + (float)RandGen.NextDouble() * 100.0f); placeholder.tex = 4;// RandGen.Next(3); placeholder.width = sprite5.Width; placeholder.height = sprite5.Height; bool collided = false; do { collided = false; placeholder.position = new Vector2(max_X * (float)RandGen.NextDouble(), max_Y * (float)RandGen.NextDouble()); foreach (MovingObject a in SpriteList) { if (Intersects(a, placeholder)) { collided = true; break; } } } while (collided); //placeholder.rotation = (float)RandGen.NextDouble()*RandGen.Next(50); if (j == 0) placeholder.first = true; else placeholder.first = false; SpriteList.Add(placeholder); } for (i = 0; i < 100; i++) { MovingObject placeholder = new MovingObject(); placeholder.width = sprite7.Width; placeholder.height = sprite7.Height; placeholder.position = new Vector2(max_X * (float)RandGen.NextDouble(), max_Y * (float)RandGen.NextDouble()); placeholder.speed = new Vector2(10 + (50.0f * (float)Math.Sin(MathHelper.ToRadians((float)(360 * RandGen.NextDouble())))), 10 + (50.0f * (float)Math.Sin(MathHelper.ToRadians((float)(360 * RandGen.NextDouble()))))); SpriteList2.Add(placeholder); } }
public void DrawMenu(Game1 game, GameTime gameTime, int max_X, int max_Y) { final_Y = (max_Y - MenuFrame.Height) / 2; current_Y = (int)((float)final_Y * curveObject.Evaluate((float)frames/75)); frames++; spriteBatch.Begin(SpriteBlendMode.AlphaBlend); // spriteBatch.Draw(Title, new Vector2(((max_X - Title.Width) / 2) * game.CorrectX(), ((max_Y - Title.Height - 400) / 2) * game.CorrectY()), null, Color.White, 0.0f, Vector2.Zero, 1.0f, SpriteEffects.None, 0.0f); // spriteBatch.Draw(MenuFrame, new Vector2(((max_X - MenuFrame.Width) / 2) * game.CorrectX(), current_Y * game.CorrectY()), null, Color.White, 0.0f, Vector2.Zero, 1.0f, SpriteEffects.None, 0.0f); spriteBatch.Draw(Title, new Vector2((max_X - Title.Width) / 2, (max_Y - Title.Height - 400) / 2), null, Color.White, 0.0f, Vector2.Zero, 1.0f, SpriteEffects.None, 0.0f); spriteBatch.Draw(MenuFrame, new Vector2((max_X - MenuFrame.Width) / 2, current_Y), null, Color.White, 0.0f, Vector2.Zero, 1.0f, SpriteEffects.None, 0.0f); spriteBatch.End(); }
public void PlayUmbrellaPickUp(Game1 game) { if (!game.isGameOver()) soundUmbrella_PickUp.Play(1.0f, 0.0f, 0.0f, false); }
public void StartBuzzing(Game1 game) { if (!game.isGameOver()) { if (soundBeesBuzzingInstance == null) soundBeesBuzzingInstance = soundBeesBuzzing.Play(0.2f, 0.0f, 0.0f, true); else soundBeesBuzzingInstance.Resume(); } }