/// <summary> /// Draws the gameplay screen. /// </summary> public override void Draw(GameTime gameTime) { ScreenManager.GraphicsDevice.Clear(Color.Black); //Draw what's not taken care of by the sprite manager. spriteBatch.Begin(SpriteBlendMode.AlphaBlend, SpriteSortMode.Texture, SaveStateMode.None); playerManager.Draw(ref spriteBatch, gameTime); enemySpriteManager.Draw(ref spriteBatch, gameTime); // Draw the charge bar chargeBar.Draw(ref spriteBatch, gameTime); // Draw the repair power up //repairPowerup.Draw(ref spriteBatch, gameTime); // Draw the powerup manager powerupManager.Draw(ref spriteBatch, gameTime); //Draw particle system information //Defines.particleManager.Draw(ref spriteBatch, gameTime); //Print some stats from the enemy manager enemySpriteManager.ShowStats(ref spriteBatch); spriteBatch.End(); DrawHud(gameTime); // If the game is transitioning on or off, fade it out to black. if (TransitionPosition > 0) { ScreenManager.FadeBackBufferToBlack(255 - TransitionAlpha); } }
protected override void Draw(GameTime gameTime) { graphics.GraphicsDevice.Clear(Color.Black); //Draw what's not taken care of by the sprite manager. spriteBatch.Begin(SpriteBlendMode.AlphaBlend); //playerSpriteManager.Draw(ref spriteBatch, gameTime); //player1.Draw(ref spriteBatch, gameTime); playerManager.Draw(ref spriteBatch, gameTime); enemySpriteManager.Draw(ref spriteBatch, gameTime); // Draw the charge bar chargeBar.Draw(ref spriteBatch, gameTime); // Draw the repair power up repairPowerup.Draw(ref spriteBatch, gameTime); //Draw particle system information particleManager.Draw(ref spriteBatch, gameTime); //Draw game time spriteBatch.DrawString(spriteFont, "Time", new Vector2(Defines.clientBounds.Width / 2 - 10, 0), textColor); spriteBatch.DrawString(spriteFont, gameTime.TotalGameTime.Minutes + ":" + gameTime.TotalGameTime.Seconds.ToString("00"), new Vector2(Defines.clientBounds.Width / 2, 20), textColor); //Print some stats from the enemy manager enemySpriteManager.ShowStats(ref spriteBatch); //Draw the global gestures and fusio mode flags for each player for (int i = 0; i < Defines.playersGestures.Count; i++) { spriteBatch.DrawString(spriteFont, "Player " + i + " Gesture: " + Defines.playersGestures[(PlayerIndex)i].ToString(), new Vector2(Defines.clientBounds.Right - 400, (i + 1) * 20), textColor); spriteBatch.DrawString(spriteFont, "Player " + i + " Fusion Mode: " + Defines.playerFusionTriggered[(PlayerIndex)i].ToString(), new Vector2(Defines.clientBounds.Right - 400, (i + 1) * 40), textColor); } spriteBatch.End(); base.Draw(gameTime); }
public override void Draw(GameTime gameTime) { ScreenManager.GraphicsDevice.Clear(Color.Black); //Draw what's not taken care of by the sprite manager. spriteBatch.Begin(SpriteBlendMode.AlphaBlend, SpriteSortMode.Texture, SaveStateMode.None); //playerSpriteManager.Draw(ref spriteBatch, gameTime); //player1.Draw(ref spriteBatch, gameTime); playerManager.Draw(ref spriteBatch, gameTime); spriteBatch.End(); DrawHud(gameTime); // If the game is transitioning on or off, fade it out to black. if (TransitionPosition > 0) { ScreenManager.FadeBackBufferToBlack(255 - TransitionAlpha); } base.Draw(gameTime); }