コード例 #1
0
        /// <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);
            GraphicsDevice.Textures[0] = null;

            // TODO: Add your drawing code here
            foreach (EffectPass pass in effect.CurrentTechnique.Passes)
            {
                pass.Apply();
                using (SpriteBatch sb = new SpriteBatch(GraphicsDevice))
                {
                    sb.Begin();
                    map.Draw(sb);

                    foreach (var creature in creatureList)
                    {
                        (creature as Interfaces.IDrawable).Draw(sb);
                    }

                    sb.End();
                }
            }

            base.Draw(gameTime);
        }
コード例 #2
0
ファイル: Game1.cs プロジェクト: jmiester26/Game1
        /// <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);

            // TODO: Add your drawing code here
            spriteBatch.Begin();
            map.Draw(spriteBatch, new Rectangle(0, 0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height), viewportPosition);
            spriteBatch.End();

            base.Draw(gameTime);
        }
コード例 #3
0
        /// <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.Black);

            // TODO: Add your drawing code here
            spriteBatch.Begin();
            map.Draw();
            puzzle.Draw();
            spriteBatch.End();

            base.Draw(gameTime);
        }
コード例 #4
0
        /// <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.Black);

            spriteBatch.Begin(transformMatrix: camera.get_transformation(GraphicsDevice));

            Map.Draw();


            //camera.Draw(spriteBatch);



            spriteBatch.End();
            //UpdateEventMouse();
            Map.EnteredTile();


            // TODO: Add your drawing code here
            Desktop.Render();
            base.Draw(gameTime);
        }
コード例 #5
0
        /// <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 viewMatrix = camera.GetViewMatrix();

            camera.Position = camPos;
            camera.Rotation = rotation;
            camera.Zoom     = zoom;

            if (CurrentGameState == GameState.MainMenu)
            {
                spriteBatch.Begin();
                spriteBatch.Draw(background, mainframe, Color.White);
                //spriteBatch.DrawString(font, "press enter to start ", new Vector2(0, 0), Color.Black, 0, new Vector2(0, 0),2 , 0, 0);
                spriteBatch.DrawString(font, "press enter to start", new Vector2((GraphicsDevice.Viewport.Width / 2) - 150, 375), Color.Black);
                spriteBatch.End();
            }

            else if (CurrentGameState == GameState.PlayingLvl1)
            {
                #region GameLvl1;
                spriteBatch.Begin();
                spriteBatch.Draw(background, mainframe, Color.White);

                spriteBatch.DrawString(font, "Score: " + _hero.Score, new Vector2(750, 0), Color.Black);
                spriteBatch.DrawString(font, "Hero Life: x" + _hero.HeroLife, new Vector2(0, 0), Color.Black);
                spriteBatch.End();


                spriteBatch.Begin(transformMatrix: viewMatrix);
                exit_Lvl1.Draw(spriteBatch);
                _hero.Draw(spriteBatch);
                fire.Draw(spriteBatch);
                foreach (coin coin in coins)
                {
                    coin.Draw(spriteBatch);
                }

                foreach (Enemy enemy in _Enemys)
                {
                    if (enemy.isAlive)
                    {
                        enemy.Draw(spriteBatch);
                    }
                }

                foreach (BulletRight Bullet in bulletsright)
                {
                    Bullet.Draw(spriteBatch);
                }
                foreach (BulletLeft Bullet in bulletsleft)
                {
                    Bullet.Draw(spriteBatch);
                }
                map.Draw(spriteBatch);
                foreach (MovingTiles tile in movingTiles)
                {
                    tile.Draw(spriteBatch);
                }

                spriteBatch.End();
                #endregion
            }

            else if (CurrentGameState == GameState.PlayingSecretLvl)
            {
                spriteBatch.Begin();
                spriteBatch.Draw(background, mainframe, Color.White);
                spriteBatch.DrawString(font, "Score: " + _hero.Score, new Vector2(750, 0), Color.Black);
                spriteBatch.DrawString(font, "Hero Life: x" + _hero.HeroLife, new Vector2(0, 0), Color.Black);

                spriteBatch.End();

                spriteBatch.Begin();
                exit_SecretLvl.Draw(spriteBatch);
                _hero.Draw(spriteBatch);
                SecretLvl.Draw(spriteBatch);
                foreach (coin coin in coins_SecretLvl)
                {
                    coin.Draw(spriteBatch);
                }

                spriteBatch.End();
            }

            else if (CurrentGameState == GameState.PlayingLvl2)
            {
                spriteBatch.Begin();
                spriteBatch.Draw(background, mainframe, Color.White);
                spriteBatch.DrawString(font, "Score: " + _hero.Score, new Vector2(750, 0), Color.Black);
                spriteBatch.DrawString(font, "Hero Life: x" + _hero.HeroLife, new Vector2(0, 0), Color.Black);
                spriteBatch.End();

                spriteBatch.Begin(transformMatrix: viewMatrix);
                _hero.Draw(spriteBatch);

                foreach (MovingTiles tile in movingTiles_Lvl2)
                {
                    tile.Draw(spriteBatch);
                }

                foreach (Enemy enemy in _EnemysLvl2)
                {
                    if (enemy.isAlive)
                    {
                        enemy.Draw(spriteBatch);
                    }
                }

                foreach (BulletRight Bullet in bulletsright)
                {
                    Bullet.Draw(spriteBatch);
                }
                foreach (BulletLeft Bullet in bulletsleft)
                {
                    Bullet.Draw(spriteBatch);
                }
                foreach (BulletEnemy Bullet in bulletEnemy)
                {
                    Bullet.Draw(spriteBatch);
                }
                foreach (coin coin in coins_Lvl2)
                {
                    coin.Draw(spriteBatch);
                }
                if (damageEndBoss < 20)
                {
                    endBoss.Draw(spriteBatch);
                }
                else
                {
                    exit_Lvl2.Draw(spriteBatch);
                }



                foreach (Kanon kanon in Kannonen)
                {
                    kanon.Draw(spriteBatch);
                }

                map_Lvl2.Draw(spriteBatch);
                spriteBatch.End();
            }

            else if (CurrentGameState == GameState.Dead)
            {
                spriteBatch.Begin();
                spriteBatch.Draw(background, mainframe, Color.White);
                spriteBatch.DrawString(font, "Game Over!", new Vector2(650, 200), Color.Black);
                spriteBatch.DrawString(font, "Your score: " + _hero.Score, new Vector2(650, 400), Color.Black);
                spriteBatch.End();
            }

            else if (CurrentGameState == GameState.End)
            {
                spriteBatch.Begin();
                spriteBatch.Draw(background, mainframe, Color.White);
                spriteBatch.DrawString(font, "Yes! You did it!", new Vector2(650, 200), Color.Black);
                spriteBatch.DrawString(font, "Your score: " + _hero.Score, new Vector2(650, 400), Color.Black);
                spriteBatch.End();
            }

            base.Draw(gameTime);
        }
コード例 #6
0
 protected override void DrawWidget(IBatchedDrawingService drawingService)
 {
     viewportPosition = new Vector2(cameraObject.X - (g.PreferredBackBufferWidth / 2), cameraObject.Y - (g.PreferredBackBufferHeight / 2));
     map.Draw(drawingService, new Rectangle(0, 0, drawingService.GraphicsDevice.Viewport.Width, drawingService.GraphicsDevice.Viewport.Height), viewportPosition);
 }