public void draw() { Rectangle viewport = new Rectangle(5, 5, 40, 40); //byte fade = TransitionAlpha; Vector2 fontPos = new Vector2(50, 5); spriteBatch.Begin(); spriteBatch.Draw(heart, viewport, new Color(0, 0, 0)); spriteBatch.DrawString(font, "Lives: " + player.getLives(), fontPos, Color.Yellow); spriteBatch.End(); }
/// <summary> /// Draws the background screen. /// </summary> public override void Draw(GameTime gameTime) { SpriteBatch spriteBatch = ScreenManager.SpriteBatch; Rectangle viewport = new Rectangle(5, 5, 40, 40); byte fade = TransitionAlpha; SpriteFont font = ScreenManager.Font; Vector2 fontPos = new Vector2(50, 5); spriteBatch.Begin(); spriteBatch.Draw(heart, viewport, new Color(fade, fade, fade)); spriteBatch.DrawString(font, "Lives: " + player.getLives(), fontPos, Color.Yellow); spriteBatch.End(); //ScreenManager.GraphicsDevice.RenderState.DepthBufferEnable = true; // xna 3 verze ScreenManager.GraphicsDevice.DepthStencilState.DepthBufferEnable = true; }
/// <summary> /// Updates the state of the game. This method checks the GameScreen.IsActive /// property, so the game will stop updating when the pause menu is active, /// or if you tab away to a different application. /// </summary> public override void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) { base.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen); //if (!ishud) //{ // ScreenManager.AddScreen(hud = new HUD(player), ControllingPlayer); // ishud = true; //} if (IsActive) { if (player.getLives() <= 0) { this.ExitScreen(); ScreenManager.AddScreen(new GameOverScreen(), null); //ScreenManager.AddScreen(new MainMenuScreen(),null); } level.updateLevel(); camera.GetCurrentCamera(); player.updatePosition(); } }