public void Draw(float totalSeconds, SpriteBatch spriteBatch) { timeElapsed += totalSeconds; spriteBatch.Draw(cursorImage, cursorPos, null, Color.White, 0f, new Vector2(cursorImage.Width / 2, cursorImage.Height / 2),//denna sätter ut cirkeln! camera.scaleSizeTo(cursorImage.Width, radius * 2), SpriteEffects.None, 0f);//denna håller koll på muspekarbilden! foreach (ParticleSystem Particle in particleSpark) { Particle.Draw(spriteBatch, camera, particle); }//280 foreach (SmokeSystem smokeSystem in smokes) { smokeSystem.Draw(spriteBatch); } foreach (ExplosionManager explosion in explosions) { explosion.Draw(totalSeconds); } //explosionManager.Draw(totalSeconds); }
public void Draw(SpriteBatch spriteBatch) { spriteBatch.Draw(box, //Vector2.One * 5, //null, Color.White, //0f, //Vector2.Zero, camera.GetGameWindow(), Color.Black); //SpriteEffects.None, //0f);/// ritar ut boxen eller snarare kvadraten! foreach (Ball ball in ballSimulation.getBalls()) { if (ball.isBallDead == false) { spriteBatch.Draw(ballTexture, camera.returnPositionOfField(ball.position.X, ball.position.Y), null, Color.White, 0f, new Vector2(ballTexture.Width, ballTexture.Height) / 2, camera.scaleSizeTo(ballTexture.Width, ball.getRadius * 2), //, ballSimulation.ball.getRadius*2 SpriteEffects.None, 0f); // denna skalar om bollen så att den passar i min skärm } else { spriteBatch.Draw(deadBall, camera.returnPositionOfField(ball.position.X, ball.position.Y), null, Color.White, 0f, new Vector2(deadBall.Width, deadBall.Height) / 2, camera.scaleSizeTo(deadBall.Width, ball.getRadius * 2), //, ballSimulation.ball.getRadius*2 SpriteEffects.None, 0f); // denna skalar om bollen så att den passar i min skärm } } }