protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); base.Update(gameTime); }
/// <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(); base.Draw(gameTime); spriteBatch.End(); }
public void Update(GameTime gameTime) { if (powerup == null) { if (remaining < 0) { remaining = rand.NextDouble() * 10 + 10; lock (phyWorld) powerup = (Powerup)Activator.CreateInstance( types[rand.Next(0, types.Length)], phyWorld, gameplay, rand); powerup.LoadContent(content); } else remaining -= gameTime.ElapsedGameTime.TotalSeconds; } else { if (powerup.IsActive) powerup.Update(); else { phyWorld.RemoveBody(powerup); powerup = null; } } }
public override void Update(GameTime gameTime) { base.Update(gameTime); if (left.Clicked) this.SceneNavigator.MoveToScene(Scenes.SCENE_2); if (right.Clicked) this.SceneNavigator.MoveToScene(Scenes.SCENE_2); }
public override void Update(GameTime gameTime) { if (Keyboard.GetState().IsKeyDown(Keys.Down) && mPrevState.IsKeyUp(Keys.Down)) { if(mSelectedIndex < mUIElements.Count - 1) { mSelectedIndex++; } } if (Keyboard.GetState().IsKeyDown(Keys.Up) && mPrevState.IsKeyUp(Keys.Up)) { if(mSelectedIndex > 0) { mSelectedIndex--; } } if (Keyboard.GetState().IsKeyDown(Keys.Enter) && mPrevState.IsKeyUp(Keys.Enter)) { //do whatever is selected if(mUIElements[mSelectedIndex].Text == "Quit") { ExitGameChanged(this, EventArgs.Empty); } if(mUIElements[mSelectedIndex].Text == "Settings") { } } mPrevState = Keyboard.GetState(); base.Update(gameTime); }
public override void Draw(GameTime aGameTime) { for (int loop = 0; loop < List.Count; loop++) { List[loop].Draw(); } }
// Most content in this class will be here, drawn. public override void Draw(GameTime gameTime) { switch (parent.currentState) { // Splash Screen Text case Game1.GameState.Start: // Main Screen Text parent.spriteBatch.Begin(); parent.spriteBatch.Draw(logo, new Vector2(parent.Window.ClientBounds.Width / 2 - 400, -40), new Rectangle(0,0,800,300), Color.White); parent.spriteBatch.End(); break; // INSTRUCTION TEXT case Game1.GameState.Instructions: parent.spriteBatch.Begin(); parent.spriteBatch.Draw(logo, new Vector2(parent.Window.ClientBounds.Width / 2 - 400, -40), new Rectangle(0, 0, 800, 300), Color.White); parent.spriteBatch.DrawString(parent.descriptionFont, "You've decided to adopt a hippo!\n" + "Keep your pet hippo happy by playing minigames and earning points!\n" + "The more points you earn, the more things you can buy!\n", new Vector2(20, 200), Color.White, 0, Vector2.Zero, 1, SpriteEffects.None, 1); parent.spriteBatch.End(); break; } base.Draw(gameTime); }
public override ModuleName Update(GameTime gameTime) { if (PROP.allInput.Back()) return ModuleName.Exit; else if (PROP.allInput.SelectMenuItem()) { switch (selected) { case 0: //New game PROP.InitPlayers(); //create a ship for each player refEngine.LoadLevel(LevelNumber.One); return ModuleName.Engine; case 1: //Options return ModuleName.Options; case 2: //Instructions return ModuleName.Instructions; case 3: //Credits return ModuleName.Credits; case 4: //Exit return ModuleName.Exit; default: //New game return ModuleName.MainMenu; } } else if (PROP.allInput.MenuNext()) SelectNext(); else if (PROP.allInput.MenuPrevious()) SelectPrevious(); return base.Update(gameTime); }
/// <summary> /// Draws the menu. /// </summary> public override void Draw(GameTime gameTime) { SpriteBatch spriteBatch = ScreenManager.SpriteBatch; spriteBatch.Begin(SpriteSortMode.Deferred, null, null, null, null, null, camera.Transform); // Draw the menu title. if (titleTexture == null) spriteBatch.DrawString(ScreenManager.GameContent.gameFont, titleString, titlePosition, Color.White * TransitionAlpha, 0, Vector2.Zero, titleSize / ScreenManager.GameContent.gameFontSize, SpriteEffects.None, 0); else spriteBatch.Draw(titleTexture, titlePosition, Color.White * TransitionAlpha); // Draw each menu entry in turn. for (int i = 0; i < menuEntries.Count; i++) { MenuEntry menuEntry = menuEntries[i]; bool isSelected = IsActive && (i == selectedEntry); menuEntry.Draw(isSelected, gameTime); } spriteBatch.End(); }
/// <summary> /// Update timers. /// </summary> /// <param name="gameTime">Game time.</param> public void Update(GameTime gameTime) { var timersToRemove = new List<Timer>(); for (var i = 0; i < timers.Count; i++) { var timer = timers[i]; if (!timer.Running) continue; timer.TimeElapsed += gameTime.ElapsedGameTime.TotalSeconds; if (timer.TimeElapsed >= timer.Duration) { timer.Running = false; timer.CallbackAction?.Invoke(); if (timer.RemoveAfterCallback) timersToRemove.Add(timer); } } foreach (var timer in timersToRemove) { timers.Remove(timer); } }
public virtual void Draw(GameTime gameTime, SpriteBatch spriteBatch) { if (sprite != null && visible) { spriteBatch.Draw(sprite, position, null, Color.White, 0, Vector2.Zero, new Vector2(1, spriteScale), SpriteEffects.None, 0); } }
public override void Draw(GameTime gameTime) { RasterizerState rs = new RasterizerState(); rs.CullMode = CullMode.None; rs.FillMode = FillMode.WireFrame; this.device.RasterizerState = rs; Viewport viewport = this.device.Viewport; this.defaultEfft.World = Matrix.CreateTranslation(new Vector3(-this.witdth/2, -this.heigh/2, -100.0f)); this.defaultEfft.Projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, viewport.AspectRatio, 5.0f, 200.0f); foreach (EffectPass pass in this.defaultEfft.CurrentTechnique.Passes) { pass.Apply(); foreach (VertexPositionColor[] row in this.pointMatrics) { this.device.DrawUserPrimitives(PrimitiveType.TriangleStrip, row, 0, row.Length - 2, VertexPositionColor.VertexDeclaration); } } base.Draw(gameTime); }
/// <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) { int drawCalls = 0; GraphicsDevice.Clear(Color.CornflowerBlue); Debug.Start("drawing"); Map.Draw(GraphicsDevice); player.Draw(); Debug.Stop("drawing"); spriteBatch.Begin(); spriteBatch.Draw(crosshair, new Vector2(GraphicsDevice.Viewport.Width / 2 - crosshair.Width / 2 + 5, GraphicsDevice.Viewport.Height / 2 - crosshair.Height / 2 + 5), Color.White); spriteBatch.End(); this.Window.Title = "FPS: " + fpsCounter.Update(gameTime); Debug.AddString(String.Format("FPS: {0}", fpsCounter.Update(gameTime))); Debug.AddString(String.Format("Draw calls: {0}", drawCalls)); Debug.AddStringTimer("Drawing time", "drawing"); Debug.AddString(String.Format("Player pos: {0}", player.Position)); base.Draw(gameTime); /* * Potrzebne poniewa¿ mieszamy 3D z 2D */ GraphicsDevice.BlendState = BlendState.Opaque; GraphicsDevice.DepthStencilState = DepthStencilState.Default; }
public override void Update(GameTime gameTime) { Position += Speed; Angle += AngularSpeed; Opacity -= OpacityChange; CurrentLife += gameTime.ElapsedGameTime.Milliseconds; }
protected override void Update(GameTime gameTime) { float time = (float)gameTime.ElapsedGameTime.TotalMilliseconds; map.Update(time); base.Update(gameTime); }
public void DrawFlagScore(SpriteBatch spriteBatch, GameTime gameTime, float stoppingHeight) { scoreOrigin = ScoreFont.MeasureString(scoreText) / GameValues.ScoreSpriteScoreOriginOffset; spriteBatch.DrawString(ScoreFont, scoreText, new Vector2(Position.X, Position.Y - GameValues.ScoreSpriteDrawFlagScoreYOffset), Color.White, 0, scoreOrigin, 0.4f, SpriteEffects.None, 0f); if (Position.Y > stoppingHeight) { Position = new Vector2(Position.X, Position.Y - GameValues.ScoreSpriteDrawFlagScoreDropOffet); } else if (Position.Y <= stoppingHeight) { //Position.Y = stoppingHeight; Position = new Vector2(Position.X, stoppingHeight); if (scoreBuffer <= 0) { scoreBuffer = GameValues.ScoreSpriteScoreBuffer; ScoringOn = !ScoringOn; } else { scoreBuffer--; } } }
/// <summary> /// Responds to user input, accepting or cancelling the message box. /// </summary> public override void HandleInput( InputHelper input, GameTime gameTime ) { if ( input.IsMenuSelect () || input.IsMenuCancel () || input.IsNewMouseButtonPress ( MouseButtons.LeftButton ) ) { ExitScreen (); } }
public override void Draw(GameTime gameTime) { SpriteBatch spriteBatch = ScreenManager.SpriteBatch; SpriteFont font = ScreenManager.TopScoresFont; ScreenManager.FadeBackBufferToBlack(TransitionAlpha * 2 / 3); Viewport viewport = ScreenManager.GraphicsDevice.Viewport; Vector2 viewportSize = new Vector2(viewport.Width, viewport.Height); Vector2 messageSize = font.MeasureString(message); Vector2 messagePosition = (viewportSize - messageSize) / 2; const int hPad = 32; const int vPad = 16; Rectangle backgroundRectangle = new Rectangle((int)messagePosition.X - hPad, (int)messagePosition.Y - vPad, (int)messageSize.X + hPad * 2, (int)messageSize.Y + vPad * 2); Color color = Color.White * TransitionAlpha; spriteBatch.Begin(); spriteBatch.Draw(questionFrameTex, backgroundRectangle, color); spriteBatch.DrawString(font, message, messagePosition, color); spriteBatch.End(); }
/// <summary> /// Allows the game component to update itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> public override void Update(GameTime gameTime) { // TODO: Add your update code here this.time += gameTime.ElapsedGameTime.Milliseconds; if (this.time >= 1000) { this.time = 0; this.s += 1; //if (s >= 60) //{ // s = 0; // m += 1; // if (m >= 60) // h += 1; //} //if (h > 0) // Console.WriteLine("時間計時:" + h + "小時" + m + "分" + s + "秒"); //else if (m > 0) // Console.WriteLine("時間計時:" + m + "分" + s + "秒"); //else Console.WriteLine("時間計時:" + s + "秒"); if (s > time_Max) s = time_Max; } base.Update(gameTime); }
protected override void Draw(GameTime gameTime) { resolver.RunAllRunners(); if (runCodeForTests != null) runCodeForTests(); resolver.RunAllPresenters(); }
protected override void Draw(GameTime gameTime) { // Clear the backbuffer graphics.GraphicsDevice.Clear( Color.Black ); spriteBatch.Begin(); // draw the sprites spriteBatch.Draw( background, new Rectangle(0,0,2400,1440), Color.White ); spriteBatch.Draw( earth, new Vector2 (400, 240), Color.White ); foreach(var laser in gameObjects.Lasers) { laser.Draw( spriteBatch ); } foreach(var asteroid in gameObjects.Asteroids){ asteroid.Draw( spriteBatch ); } gameObjects.Shuttle.Draw( spriteBatch ); spriteBatch.DrawString( font, score.ToString(), new Vector2 (100, 100), Color.Red ); spriteBatch.End(); base.Draw( gameTime ); }
protected override void Draw(GameTime gameTime) { base.Draw(gameTime); this.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.NonPremultiplied); this.spriteBatch.DrawString(this.font, "", new Vector2(1f, 1f), Color.White, 0f, Vector2.Zero, (float)1f, SpriteEffects.None, 1f); this.spriteBatch.End(); }
public void Draw(GameTime gameTime, SpriteBatch spriteBatch, Vector2 position, SpriteEffects spriteEffects) { if (Animation == null) { throw new NotSupportedException("No animation is currently playing."); } time += (float)gameTime.ElapsedGameTime.TotalSeconds; while (time > Animation.frameTime) { time -= Animation.frameTime; if (Animation.isLooping) { frameIndex = (frameIndex + 1) % Animation.FrameCount; } else { frameIndex = Math.Min(frameIndex + 1, Animation.FrameCount - 1); } } Rectangle source = new Rectangle(FrameIndex * Animation.FrameWidth, 0, Animation.FrameWidth, Animation.FrameHeight); spriteBatch.Draw(animation.texture, position, source, Color.White, 0.0f, Vector2.Zero, 0.5f, SpriteEffects.None, 0.0f); }
public override void Draw(GameTime gameTime) { Matrix world = Matrix.CreateRotationY(this.rotation) * Matrix.CreateTranslation(this.position + (Vector3.Up * height)); Matrix[] transforms = new Matrix[this.model.Bones.Count]; this.model.CopyAbsoluteBoneTransformsTo(transforms); GraphicsDevice.BlendState = BlendState.AlphaBlend; GraphicsDevice.RasterizerState = RasterizerState.CullCounterClockwise; GraphicsDevice.DepthStencilState = DepthStencilState.Default; foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.World = transforms[mesh.ParentBone.Index] * world; effect.View = CanyonGame.Camera.View; effect.Projection = CanyonGame.Camera.Projection; effect.Alpha = this.alpha; effect.EnableDefaultLighting(); effect.PreferPerPixelLighting = true; } mesh.Draw(); } base.Draw(gameTime); }
/// <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(); //drawas all the objects to the game spriteBatch.Draw(Paddle, PaddlePos, Color.White); spriteBatch.Draw(Ball, BallPos, Color.White); spriteBatch.DrawString(Lives, "Lives = " + Numberlives, new Vector2(020,020), Color.White); spriteBatch.DrawString(Lives, "Score = " + score, new Vector2(580, 020), Color.White); //draws allthe bricks on the board foreach (var pos in BricksPos) spriteBatch.Draw(Block, pos, Color.Turquoise); // makes it so that if there are no more lives it displays some text to tell you if (Numberlives <= 0) { spriteBatch.DrawString(Lives, "You ran out of Lives, press [Esc] to leave", new Vector2(200, 400), Color.White); } if (score >= 300) { spriteBatch.DrawString(Lives, "You won, GG press [Esc] to exit", score, new Vector2(200, 400), Color.White); } spriteBatch.End(); base.Draw(gameTime); }
public virtual void Draw(SpriteBatch spriteBatch, GameTime gameTime) { Vector2 _position2 = new Vector2(_position.X, _position.Y + 150); Vector2 _position3 = new Vector2(_position.X, _position.Y + 300); if (pause) { spriteBatch.Draw(_texture, Vector2.Zero, Color.White); if (jouerIn) spriteBatch.Draw(jouer, _position, Color.Blue); else spriteBatch.Draw(jouer, _position, Color.White); if (OptionIn) spriteBatch.Draw(options, _position2, Color.Blue); else spriteBatch.Draw(options, _position2, Color.White); if (QuitterIn) spriteBatch.Draw(quitter, _position3, Color.Blue); else spriteBatch.Draw(quitter, _position3, Color.White); } }
public override void Update(GameTime gameTime) { ControlManager.Update(gameTime, PlayerIndex.One); base.Update(gameTime); }
public override void update(Microsoft.Xna.Framework.GameTime gameTime) { // positionCloud.X+= 0.1f; if (clouds != null) { for (int i = 0; i < clouds.Count; i++) { clouds.ElementAt(i).position.X += (i + 1) % 2 == 0 ? 0.1f : -0.1f;// = new Vector2(, (float)new Random().Next(0, 100)); if (clouds.ElementAt(i).position.X < (float)-clouds.ElementAt(i).texture.Width) { clouds.ElementAt(i).position.X = 800; } if (clouds.ElementAt(i).position.X > 800f) { clouds.ElementAt(i).position.X = -clouds.ElementAt(i).texture.Width; } } } //for (int j = 0; j < cloudsPosition.Count / 2; j++) //{ // cloudsPosition.Remove(cloudsPosition.ElementAt(j)); //} base.update(gameTime); tweener.Update(gameTime); position.Y = tweener.Position; //if (position.Y > 0) // position.Y--; //else // position.Y = 0; }
public override void Update(Microsoft.Xna.Framework.GameTime gameTime) { float timeFactor = gameTime.ElapsedGameTime.Milliseconds / 1000.0f; if (timeFactor == 0.0f) { return; } float desiredChange = MathHelper.ToRadians(maxRotation) * timeFactor * -GamePad.GetState(PlayerIndex.One).ThumbSticks.Left.X; // rotate Orientation vector by desiredCharge Matrix rotation = Matrix.Identity; Matrix.CreateRotationZ(desiredChange, out rotation); Vector3 vDes = Vector3.Transform(owner.Orientation, rotation); vDes.Normalize(); owner.Orientation = vDes; owner.Position = owner.Position + owner.Orientation * maxSpeed * GamePad.GetState(PlayerIndex.One).ThumbSticks.Left.Y *timeFactor; }
public void Update(Microsoft.Xna.Framework.GameTime gametime) { VisualizationData vd = new VisualizationData(); MediaPlayer.GetVisualizationData(vd); TextureLoader.Std.Parameters[0].SetValue(((vd.Samples.Average() < 0) ? 0 : vd.Samples.Average()) + vd.Samples.Max()); /*for (int i = 0; i < 256; i++) * { * (MainController.Instance.GetByName("ParticleController") as ParticleController).Beat(new Vector2(5 * i, 100), vd.Samples[i]); * (MainController.Instance.GetByName("ParticleController") as ParticleController).Beat(new Vector2(5 * i, 300), vd.Frequencies[i]); * }*/ for (int a = 52; a < 180; a++) { if (vd.Frequencies[a] > BEAT_REACTION && accomulator[a - 52] > ACCOMULATOR_REACTION) { var meteor = ObjectContainer.Instance.TryGet(typeof(Meteor)) as Meteor; if (meteor == null) { ObjectContainer.Instance.Add(new Meteor()); } else { meteor.Reuse(); } accomulator[a - 52] -= BEAT_COST; // убавляем аккумулятор } } for (int a = 52; a < 180; a++) { if (accomulator[a - 52] < 1.0f) { accomulator[a - 52] += ACCUMULATE_SPEED; } } }
protected override void DrawSelf(Microsoft.Xna.Framework.GameTime gameTime, Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch) { spriteBatch.End(); foreach (var obj in DrawableUIElemts) { foreach (Control elemt in obj.GetDrawableElemt()) { renderer.Render(elemt, spriteBatch); } } spriteBatch.Begin(); if (Status == S_Add) { CozyTiledFactory.GetInstance(CurrentTiledId).DrawAt(gameTime, spriteBatch, CurrentPosition.ToVector2(), NodeContentSize); } foreach (var obj in TempTiles) { var ActualPosition = CozyTiledPositionHelper.ConvertTiledPositionToPosition(obj.Key, NodeContentSize); CozyTiledFactory.GetInstance(obj.Value).DrawAt(gameTime, spriteBatch, ActualPosition, NodeContentSize); } }
public override void Draw(Microsoft.Xna.Framework.GameTime gameTime, Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch) { Game.GraphicsDevice.Clear(Color.Black); spriteBatch.DrawString(_text, _headText, new Vector2(20, 20), Color.Red); spriteBatch.DrawString(_text, _expl, new Vector2(20, 80), Color.White); Vector2 marginY = new Vector2(0, 30); spriteBatch.DrawString(_text, _contrText, new Vector2(20, 430) + marginY, Color.Red); spriteBatch.DrawString(_text, _arrows, new Vector2(20, 490) + marginY, Color.Red); spriteBatch.DrawString(_text, _contrExpl, new Vector2(20 + _text.MeasureString(_arrows).X, 490) + marginY, Color.White); spriteBatch.DrawString(_text, _button, new Vector2(20, 490 + _text.MeasureString(_contrExpl).Y) + marginY, Color.Red); spriteBatch.DrawString(_text, _contrExpl2, new Vector2(20 + _text.MeasureString(_button).X, 490 + _text.MeasureString(_contrExpl).Y) + marginY, Color.White); spriteBatch.DrawString(_text, _contrExpl4, new Vector2(20, 490 + _text.MeasureString(_contrExpl).Y + _text.MeasureString(_contrExpl2).Y) + marginY, Color.Red); spriteBatch.DrawString(_text, _contrExpl5, new Vector2(20 + _text.MeasureString(_contrExpl4).X, 490 + _text.MeasureString(_contrExpl).Y + _text.MeasureString(_contrExpl2).Y) + marginY, Color.White); spriteBatch.DrawString(_text, _contrExpl3, new Vector2(20, 640) + marginY, Color.White); spriteBatch.DrawString(_text, _esc1, new Vector2(600, 20), Color.White); spriteBatch.DrawString(_text, _esc2, new Vector2(600 + _text.MeasureString(_esc1).X, 20), Color.Red); spriteBatch.DrawString(_text, _esc3, new Vector2(600 + _text.MeasureString(_esc1).X + _text.MeasureString(_esc2).X, 20), Color.White); }
public override void Draw(Microsoft.Xna.Framework.GameTime gameTime) { base.Draw(gameTime); if (this.initialized) { spriteBatch.Begin(); for (byte i = 0; i < collisions.Count; i++) { Rectangle rect = collisions[i]; TileBehavior b = TileBehavior.GetBehavior(i); spriteBatch.Draw(pixel, rect, b.Color); const int font = 2; FontRenderer.Instance.Draw(spriteBatch, b.Identifier, font, (int)(rect.X + 16 / 2 - Math.Floor(FontRenderer.Instance.Width(b.Identifier, font) / 2f)), rect.Y + 14); if (i == this.SelectedId) { SelectionUtil.DrawRectangle(spriteBatch, Color.Red, new Rectangle(rect.X, rect.Y, rect.Width - 1, rect.Height - 1)); } } spriteBatch.End(); } }
public override void Draw(Microsoft.Xna.Framework.GameTime gameTime) { try { //SETUP DRAWING RenderTarget2D target = new RenderTarget2D(GraphicsDevice, WIDTH, HEIGHT); GraphicsDevice.SetRenderTarget(target); GraphicsDevice.Clear(Color.BlanchedAlmond); if (Initialized && this.Scene != null) { //PERFORM GAME DRAWING base.Draw(gameTime); Scene.Draw(gameTime); } //FINALIZE DRAWING GraphicsDevice.SetRenderTarget(null); SpriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, SamplerState.PointClamp, DepthStencilState.Default, RasterizerState.CullCounterClockwise); SpriteBatch.Draw(target, new Rectangle(0, 0, (int)(WIDTH * SCALE), (int)(HEIGHT * SCALE)), Color.White); SpriteBatch.End(); } catch (InvalidOperationException exc) { Console.WriteLine("IOE EXC"); } }
public override int update(Microsoft.Xna.Framework.GameTime gameTime) { time += gameTime.ElapsedGameTime; if (time.TotalSeconds < 3) { voiceDraw = voice[0]; } else if (time.TotalSeconds < 6) { voiceDraw = voice[1]; } else if (time.TotalSeconds < 9) { voiceDraw = voice[2]; } else if (time.TotalSeconds < 12) { voiceDraw = voice[3]; } else if (time.TotalSeconds < 15) { voiceDraw = voice[4]; } else if (time.TotalSeconds < 18) { voiceDraw = voice[5]; } else if (onStartClick() == Constants.CMD_NEW) { return(Constants.CMD_NEW); } return(Constants.CMD_NONE); }
public override void Draw(Texture2D ImageToProcess, RenderHelper rHelper, Microsoft.Xna.Framework.GameTime gt, PloobsEngine.Engine.GraphicInfo GraphicInfo, IWorld world, bool useFloatBuffer) { rHelper.PushRenderTarget(target); rHelper.Clear(Color.Black); effectdistorcion.Parameters["halfPixel"].SetValue(GraphicInfo.HalfPixel); effectdistorcion.Parameters["DEPTH"].SetValue(rHelper[PrincipalConstants.DephRT]); effectdistorcion.Parameters["DistortionScale"].SetValue(Distortion); rHelper.PushDepthStencilState(DepthStencilState.None); foreach (var obj in objs) { IModelo modelo = obj.Modelo; for (int i = 0; i < modelo.MeshNumber; i++) { BatchInformation[] bi = modelo.GetBatchInformation(i); for (int j = 0; j < bi.Count(); j++) { Matrix w = bi[j].ModelLocalTransformation * obj.WorldMatrix; effectdistorcion.Parameters["WorldViewProjection"].SetValue(w * world.CameraManager.ActiveCamera.View * world.CameraManager.ActiveCamera.Projection); effectdistorcion.Parameters["WorldView"].SetValue(w * world.CameraManager.ActiveCamera.View); rHelper.RenderBatch(bi[j], effectdistorcion); } } } rHelper.PopDepthStencilState(); x = rHelper.PopRenderTargetAsSingleRenderTarget2D(); rHelper.Clear(Color.Black); effect.Parameters["SceneTexture"].SetValue(ImageToProcess); effect.Parameters["DistortionMap"].SetValue(x); //effect.Parameters["halfPixel"].SetValue(GraphicInfo.HalfPixel); rHelper.RenderTextureToFullScreenSpriteBatch(ImageToProcess, effect, GraphicInfo.FullScreenRectangle); }
/// <summary> /// Draw frame /// </summary> /// <param name="gameTime"></param> /// <param name="offset"></param> public override void Draw(Microsoft.Xna.Framework.GameTime gameTime, Microsoft.Xna.Framework.Vector2 offset) { //base.Draw(gameTime, offset); _placingSprite.Draw(gameTime, offset - _source.Offset); _cursorDelete.Draw(gameTime, offset - _source.Position); _cursorStandard.Draw(gameTime, offset - _source.Position); _spriteLogo.Draw(gameTime, offset); _spriteTime.Draw(gameTime, offset); this.SceneLayer.SpriteBatch.DrawString(_fontTime, String.Format("{0}:{1:00}", Math.Floor((Double)_controller.PlayingTime.TotalMinutes), Math.Floor((Double)_controller.PlayingTime.Seconds)), _spriteTime.Position + (_spriteTime.Size.X + 10) * Vector2.UnitX + Vector2.One - Vector2.UnitY * 10, Color.Black); this.SceneLayer.SpriteBatch.DrawString(_fontTime, String.Format("{0}:{1:00}", Math.Floor((Double)_controller.PlayingTime.TotalMinutes), Math.Floor((Double)_controller.PlayingTime.Seconds)), _spriteTime.Position + (_spriteTime.Size.X + 10) * Vector2.UnitX - Vector2.UnitY * 10, Color.White); _spriteHappyPoints.Draw(gameTime, offset); this.SceneLayer.SpriteBatch.DrawString(_fontPoints, String.Format("{0:N0} ({1:##}M)", _displayScore, 20), _spriteHappyPoints.Position + (_spriteHappyPoints.Size.X + 10) * Vector2.UnitX + Vector2.One - Vector2.UnitY * 10, Color.Black); this.SceneLayer.SpriteBatch.DrawString(_fontPoints, String.Format("{0:N0} ({1:##}M)", _displayScore, 20), _spriteHappyPoints.Position + (_spriteHappyPoints.Size.X + 10) * Vector2.UnitX - Vector2.UnitY * 10, this.Color); }
public override void Update(Microsoft.Xna.Framework.GameTime gameTime) { if (TheGame.Instance.getPlayer().getCollisionRectangle().Intersects(collisionObject.getCollisionRectangle()) && didFallThroughTheCrackAndActivatedTheCollisionThing == false) { TheGame.Instance.getPlayer().Die(); TheGame.Instance.getPlayer().setJumpHigh(TheGame.Instance.getPlayer().getJumpHigh() * 2); didFallThroughTheCrackAndActivatedTheCollisionThing = true; addKey(); platform2.setPosX(platform1.getCollisionRectangle().X + platform1.getCollisionRectangle().Width); platform2.setWidth(TheGame.Instance.map.Size.X - platform1.getCollisionRectangle().Width - 125); hole.setPosX(TheGame.Instance.map.Size.X - platform1.getCollisionRectangle().Width); hole.setWidth(125); } if (didFallThroughTheCrackAndActivatedTheCollisionThing == true) { if (TheGame.Instance.getPlayer().getCollisionRectangle().Intersects(key.getCollisionRectangle())) { markAsComplete(); } } }
public override void Update(Microsoft.Xna.Framework.GameTime gameTime) { base.Update(gameTime); if (screen.isActive && steamParticles != null) { if (steamParticles.isComplete) { steamParticles = null; } } else if (screen.isActive && starParticles != null) { if (starParticles.isComplete) { starParticles = null; } else { int msDelay = 15; prevMs += gameTime.ElapsedGameTime.Milliseconds; if (prevMs > msDelay) { prevMs -= msDelay; int pi = (int)Math.Min(roundScore / (laneCount - 1f), 7); //starParticles.CreateInstanceAt("plpart" + pi, "pe", X + rnd.Next(40) - 20, Y + rnd.Next(40) - 20, 0, 0); starParticles.CreateInstanceAt("plpart7", "pe", X + rnd.Next(40) - 20, Y + rnd.Next(40) - 20, 0, 0); starParticles.SetParticleScale(pi / ((laneCount - 1f) * 3f) + .33f); } } } else { this.SpeedLevel = SpeedLevel.Normal; } }
public override void Update(Microsoft.Xna.Framework.GameTime gameTime) { base.Update(gameTime); if (m_Delay > 0) { m_Delay -= gameTime.ElapsedGameTime.Milliseconds; } foreach (TPRollingTextMenuItem item in m_MenuItemSet) { item.Update(gameTime); if (!TPMath.IsWithinRange(item.Position, item.PositionTarget, 5.0f)) { item.Velocity = TPMath.GetDirectionVector(item.Position, item.PositionTarget) * 5; } else { item.Velocity = Vector2.Zero; } if (item.Alpha < item.AlphaTarget) { item.Alpha += 0.01f; } if (item.Alpha > item.AlphaTarget) { item.Alpha -= 0.01f; } item.RenderColor = new Color((item.ColorTarget.R / 255) * item.Alpha, (item.ColorTarget.G / 255) * item.Alpha, (item.ColorTarget.B / 255) * item.Alpha, item.Alpha); if (!TPMath.IsWithinRange(item.Scale, item.ScaleTarget, 0.1f)) { item.Scale += TPMath.GetDirectionVector(item.Scale, item.ScaleTarget) / 20; } } }
public override void Update(Microsoft.Xna.Framework.GameTime gameTime) { if (isMinimizing == true) { if (this.Height + titleSize > originalHeight) { this.Height -= 2; this.Y += 2; } else if (stateChanged == true) { stateChanged = false; OnFinishedMinimizing(); } } if (isMinimizing == false) { if (this.Height < originalHeight) { this.Height += 2; this.Y -= 2; } else if (stateChanged == true) { if (Blocked == false && isSlidingOutY == false) { titleRef.Visible = true; OnFinishedMaximizing(); } stateChanged = false; } } base.Update(gameTime); }
/// <summary> /// Draws this instance /// </summary> /// <param name="gameTime">The gametime</param> /// <param name="spriteBatch">The spriteBatch</param> public override void Draw(Microsoft.Xna.Framework.GameTime gameTime, SpriteBatch spriteBatch) { base.Draw(gameTime, spriteBatch); if (this.fontRenderer != null && Visible) // && CollisionModel.CollisionBoundry.Intersects(SceneManager.ActiveCamera.BoundingBox)) { spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, SamplerState.LinearWrap, null, null, null, SceneManager.ActiveCamera.TransformMatrix); if (origin == Origins.TopLeft) { this.fontRenderer.DrawText(spriteBatch, (int)Transform.Position.X, (int)Transform.Position.Y, this.text.ToString(), Transform.Scale.X, this.OverlayColor, this.lineSpacing, this.alignMode); } else { Vector2 dest = fontRenderer.MeasureString(text, Transform.Scale.X, this.lineSpacing); dest.X = Transform.Position.X - (dest.X - dest.X / 2); dest.Y = Transform.Position.Y - (dest.Y - dest.Y / 2); this.fontRenderer.DrawText(spriteBatch, (int)dest.X, (int)dest.Y, this.text.ToString(), Transform.Scale.X, this.OverlayColor, this.lineSpacing, this.alignMode); } spriteBatch.End(); } }
public override void Iterate(Microsoft.Xna.Framework.GameTime gameTime) { if (!initialized) { subbehaviours = new AISubbehaviours(nodesToVisit.Count); if (character != null) { // 1 add goto behaviour from character position to first node AIBehaviour newBehaviour = new AIBehaviourGoTo(); newBehaviour.Character = this.character; newBehaviour.Map = this.map; // loop for (int index = 0; index < nodesToVisit.Count - 1; index++) { AIBehaviour newIBehaviour = new AIBehaviourGoTo(); newIBehaviour.Character = this.character; newIBehaviour.Map = this.map; ((AIBehaviourGoTo)(newIBehaviour)).StartNode = nodesToVisit[index]; ((AIBehaviourGoTo)(newIBehaviour)).EndNode = nodesToVisit[index + 1]; subbehaviours.Add(ref newIBehaviour); } newBehaviour = new AIBehaviourGoTo(); newBehaviour.Character = this.character; newBehaviour.Map = this.map; ((AIBehaviourGoTo)(newBehaviour)).StartNode = nodesToVisit[nodesToVisit.Count - 1]; ((AIBehaviourGoTo)(newBehaviour)).EndNode = nodesToVisit[0]; subbehaviours.Add(ref newBehaviour); // add goto behaviour from last position to first position } initialized = true; } base.Iterate(gameTime); }
/// <summary> /// Draw the cube /// </summary> public override void Draw(Microsoft.Xna.Framework.GameTime gameTime, Effect effect) { // Prepare the effect for drawing PrepareEffect(effect); // Disable lighting but remember whether it was switched on... bool lightingEnabled = ((BasicEffect)effect).LightingEnabled; ((BasicEffect)effect).LightingEnabled = false; // Disable the depth buffer DepthStencilState depthState = effect.GraphicsDevice.DepthStencilState; effect.GraphicsDevice.DepthStencilState = DepthStencilState.None; // Set the active vertex buffer effect.GraphicsDevice.SetVertexBuffer(_vertexBuffer); // Draw the object foreach (EffectPass pass in effect.CurrentTechnique.Passes) { // Apply the pass pass.Apply(); // Draw the sky box effect.GraphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, _vertices.Length / 3); } // Re-enable lighting and the depth buffer if required if (lightingEnabled) { ((BasicEffect)effect).LightingEnabled = true; } effect.GraphicsDevice.DepthStencilState = depthState; // Indicate that the skybox has been rendered this frame _renderedThisFrame = true; }
protected override void DoFrame(Microsoft.Xna.Framework.GameTime i_GameTime) { this.BoundSprite.AngularVelocity = k_AngularVelocity * m_AngularVelocityDirection; }
public override void Update(Microsoft.Xna.Framework.GameTime gameTime) { World.Step((float)gameTime.ElapsedGameTime.TotalMilliseconds * 0.001f); }
public void run( Microsoft.Xna.Framework.GameTime t, string function) { run(function); }
partial void GeneratedDraw(Microsoft.Xna.Framework.GameTime gameTime);
public override void Update(Microsoft.Xna.Framework.GameTime gameTime) { if (playerBeenShot && this.Visible == true && timePlayerIsKilled < gameTime.TotalGameTime) { //player has been shot, reset this.Visible = false; this.Texture = this.Game.ShipTexture; playerBeenShot = false; this.Enabled = false; return; } //player ship input controls KeyboardState keyboardState = Keyboard.GetState(); if (this.Enabled && !playerBeenShot && this.Visible) { if (keyboardState.IsKeyDown(Keys.Left)) { this.Position = new Vector2(this.Position.X - 5, this.Position.Y); } if (keyboardState.IsKeyDown(Keys.Right)) { this.Position = new Vector2(this.Position.X + 5, this.Position.Y); } if (this.Position.X < 0) { this.Position = new Vector2(0, this.Position.Y); } if (this.Position.X > this.Game.Graphics.PreferredBackBufferWidth - this.Texture.Width) { this.Position = new Vector2(this.Game.Graphics.PreferredBackBufferWidth - this.Texture.Width, this.Position.Y); } //Moving up and down... if (keyboardState.IsKeyDown(Keys.Up)) { this.Position = new Vector2(this.Position.X, this.Position.Y - 5); } if (keyboardState.IsKeyDown(Keys.Down)) { this.Position = new Vector2(this.Position.X, this.Position.Y + 5); } if (this.Position.Y < 0) { this.Position = new Vector2(this.Position.X, 0); } if (this.Position.Y > this.Game.Graphics.PreferredBackBufferHeight - this.Texture.Height) { this.Position = new Vector2(this.Position.X, this.Game.Graphics.PreferredBackBufferHeight - this.Texture.Height); } } if (keyboardState.IsKeyDown(Keys.LeftControl) && lastFireTimeFriend < gameTime.TotalGameTime && !playerBeenShot && this.Visible) { BulletSprite bullet = new BulletSprite(this.Game.FriendBullet, this.Game, true, TimeSpan.FromSeconds(1)); bullet.Position = new Vector2(this.Position.X + 17, this.Position.Y - 16); this.Game.Components.Add(bullet); this.Game.Sound = this.Game.Content.Load <SoundEffect>("fire"); this.Game.Sound.Play(); lastFireTimeFriend = gameTime.TotalGameTime.Add(TimeSpan.FromSeconds(0.2)); } }
public override void Draw(Microsoft.Xna.Framework.GameTime gameTime) { Unit u = gameWorld.Variables.Player; if (u != null) { if (u.UnitState != UnitState.dead) { SpriteBatch spriteBatch = gameWorld.spriteBatch; spriteBatch.Begin(); spriteBatch.Draw(background, position, Color.White); if (!u.SkillControlUnit) { if (u.CurrentWeapon != null) { for (int i = 1; i <= u.maxWeaponNum; i++) { string k = i.ToString(); if (i <= 4) { k = k + dpadShotcut[i - 1]; } if (i == u.CurrentWeaponNumber + 1) { spriteBatch.DrawString(gameWorld.GameFont, k, position + weaponInfPosition + new Vector2(40 * i, -10), Color.Yellow, 0, Vector2.Zero, 0.6f, SpriteEffects.None, 0.3f); } else if (i <= u.weapons.Count) { spriteBatch.DrawString(gameWorld.GameFont, k, position + weaponInfPosition + new Vector2(40 * i, -10), Color.White, 0, Vector2.Zero, 0.6f, SpriteEffects.None, 0.3f); } else { spriteBatch.DrawString(gameWorld.GameFont, k, position + weaponInfPosition + new Vector2(40 * i, -10), Color.Gray, 0, Vector2.Zero, 0.6f, SpriteEffects.None, 0.3f); } } spriteBatch.DrawString(gameWorld.GameFont, u.CurrentWeapon.name, position + weaponInfPosition + new Vector2(10, 0), Color.White, 0, Vector2.Zero, 1, SpriteEffects.None, 0.3f); spriteBatch.DrawString(gameWorld.GameFont, u.CurrentWeapon.ammoName + " ", position + weaponInfPosition + new Vector2(30, 26), Color.White, 0, Vector2.Zero, 0.6f, SpriteEffects.None, 0.3f); spriteBatch.DrawString(gameWorld.GameFont, ((int)u.CurrentWeapon.AmmoNum).ToString(), position + weaponInfPosition + new Vector2(25, 40), Color.White, 0, Vector2.Zero, 1.7f, SpriteEffects.None, 0.3f); } if (u.CurrentMissileWeapon != null) { spriteBatch.DrawString(gameWorld.GameFont, "(F/RB)" + u.CurrentMissileWeapon.missileWeaponType.name, position + missileInfPosition, Color.White, 0, Vector2.Zero, 0.6f, SpriteEffects.None, 0.3f); spriteBatch.DrawString(gameWorld.GameFont, u.CurrentMissileWeapon.Num.ToString(), position + missileInfPosition + new Vector2(115, 0), Color.White, 0, Vector2.Zero, 1.1f, SpriteEffects.None, 0.3f); } if (u.CurrentSkill != null) { spriteBatch.DrawString(gameWorld.GameFont, "(R/LB)" + u.CurrentSkill.SkillName, position + skillInfPosition, Color.White, 0, Vector2.Zero, 0.6f, SpriteEffects.None, 0.3f); if (u.CurrentSkill.CooldownRemain > 0) { spriteBatch.DrawString(gameWorld.GameFont, Math.Round(u.CurrentSkill.CooldownRemain, 1).ToString() + " / " + Math.Round(u.CurrentSkill.Cooldown, 1).ToString(), position + skillInfPosition + new Vector2(85, 0), Color.White, 0, Vector2.Zero, 1.1f, SpriteEffects.None, 0.3f); } } } else { if (u.CurrentSkill != null) { for (int i = 1; i <= u.maxSkillNum; i++) { if (i == u.CurrentSkillNumber + 1) { spriteBatch.DrawString(gameWorld.GameFont, i.ToString(), position + weaponInfPosition + new Vector2(10 * i, -10), Color.Yellow, 0, Vector2.Zero, 0.6f, SpriteEffects.None, 0.3f); } else if (i <= u.skills.Count) { spriteBatch.DrawString(gameWorld.GameFont, i.ToString(), position + weaponInfPosition + new Vector2(10 * i, -10), Color.White, 0, Vector2.Zero, 0.6f, SpriteEffects.None, 0.3f); } else { spriteBatch.DrawString(gameWorld.GameFont, i.ToString(), position + weaponInfPosition + new Vector2(10 * i, -10), Color.Gray, 0, Vector2.Zero, 0.6f, SpriteEffects.None, 0.3f); } } spriteBatch.DrawString(gameWorld.GameFont, u.CurrentSkill.SkillName, position + weaponInfPosition + new Vector2(10, 0), Color.White, 0, Vector2.Zero, 1.4f, SpriteEffects.None, 0.3f); if (u.CurrentSkill.CooldownRemain > 0) { spriteBatch.DrawString(gameWorld.GameFont, Math.Round(u.CurrentSkill.CooldownRemain, 1).ToString() + " / " + Math.Round(u.CurrentSkill.Cooldown, 1).ToString(), position + weaponInfPosition + new Vector2(25, 40), Color.White, 0, Vector2.Zero, 1.3f, SpriteEffects.None, 0.3f); } } if (u.CurrentMissileWeapon != null) { spriteBatch.DrawString(gameWorld.GameFont, "(F/RB)" + u.CurrentMissileWeapon.missileWeaponType.name, position + missileInfPosition, Color.White, 0, Vector2.Zero, 0.6f, SpriteEffects.None, 0.3f); spriteBatch.DrawString(gameWorld.GameFont, u.CurrentMissileWeapon.Num.ToString(), position + missileInfPosition + new Vector2(85, 0), Color.White, 0, Vector2.Zero, 1.1f, SpriteEffects.None, 0.3f); } } spriteBatch.End(); } } }
public override void Draw(Microsoft.Xna.Framework.GameTime gameTime, DrawingUtils.MyGraphicsClass graphics) { base.Draw(gameTime, graphics); this.Collidable.Draw(graphics, this.Position, this.Direction); }
public override void Update(Microsoft.Xna.Framework.GameTime gameTime) { base.Update(gameTime); }
public override void Update(Microsoft.Xna.Framework.GameTime gameTime, EntityManager manager) { Behavior(); base.Update(gameTime, manager); }
public override void Update(Microsoft.Xna.Framework.GameTime gametime) { base.Update(gametime); switch (Phase) { case ePhase.STARTUP: this.StartupPhase(); break; case ePhase.DRAW: if (this.IsTurn == false) { break; } MainDeck.DrawCard(); Phase = ePhase.STANDBY; break; case ePhase.STANDBY: if (this.IsTurn == false) { break; } Phase = ePhase.MAIN1; this.CurNormalSummon = this.MaxNormalSummon; break; case ePhase.MAIN1: if (this.Hand.IsAction == true) { break; } if (this.Status == ePlayerStatus.IDLE) { if (CurNormalSummon != 0 && this.MonsterField.Count < this.MonsterField.MaxCard) { this.SummonBuffer = this.m_Ai_logics.Summon(PlayScene.Player, this); } else { if (this.MonsterField.ListCard.Any(card => (card as Monster).CanATK)) { if (tributemonster.Any() == false) { this.Phase = ePhase.BATTLE; } } else { this.Phase = ePhase.END; } break; } if (SummonBuffer == null) { //this.SummonBuffer = this.m_Ai_logics.Set(PlayScene.Player, this); this.Phase = ePhase.END; break; } int tri = RequireTributer[(SummonBuffer as Monster).Level - 1]; tributemonster = new LinkedList <Card>(this.m_Ai_logics.Tribute(this, tri)); foreach (var item in tributemonster) { (item as Monster).CanATK = false; } if (tri > 0) { this.Status = ePlayerStatus.WAITFORTRIBUTE; } else { this.Status = ePlayerStatus.SUMONNING; break; } } if (this.Status == ePlayerStatus.WAITFORTRIBUTE) { if (tributemonster.Any() == false) { this.Status = ePlayerStatus.SUMONNING; break; } tributemonster.First().STATUS = STATUS.TRIBUTE; (tributemonster.First() as Monster).CanATK = false; this.Tribute(tributemonster.First()); tributemonster.RemoveFirst(); } tribute = 0; break; case ePhase.BATTLE: if (this.MonsterField.IsAction == true) { break; } if (this.MonsterField.ListCard.Any(card => (card as Monster).CanATK)) { if (PlayScene.battlePhase.Step == eBattleStep.ENDPHASE) { PlayScene.battlePhase.Begin(PlayScene.Player, this, ePlayerId.COMPUTER); } } else { this.Phase = ePhase.END; } break; case ePhase.MAIN2: break; case ePhase.END: Phase = ePhase.DRAW; IsTurn = false; break; case ePhase.TEST: break; default: break; } }
protected override void Update(Microsoft.Xna.Framework.GameTime gameTime) { }
public override void Draw(Microsoft.Xna.Framework.GameTime gt, Microsoft.Xna.Framework.Graphics.SpriteBatch batch, Tantric.Graphical.Camera cam) { batch.Draw(m_Graphic, Position - cam.Position, null, Color.White, (float)Rotation - (float)cam.Rotation, m_Origin, (float)ScaleFactor.X, SpriteEffects.None, 1.0f); }
/// <summary> /// Updates /// </summary> /// <param name="gt">The gt.</param> protected override void Update(Microsoft.Xna.Framework.GameTime gt) { // variable time step but never less then 30 Hz world.Step(Math.Min((float)gt.ElapsedGameTime.TotalSeconds, (1f / 30f))); }
/// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { currentstate = Keyboard.GetState(); if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) Exit(); // TODO: Add your update logic here else { if (currentstate.IsKeyDown(Keys.A) && !oldstate.IsKeyDown(Keys.A)) { sounds[0].Play(); //var sd = soundEffects[0].CreateInstance(); //sd.IsLooped = false; //sd.Play(); //sd.Dispose(); } if (currentstate.IsKeyDown(Keys.R) && !oldstate.IsKeyDown(Keys.R)) { rd.BMS파일분석(); } if (currentstate.IsKeyDown(Keys.Y) && !oldstate.IsKeyDown(Keys.Y)) { rd.노트시간계산();sdmgr.시간들 = rd.시간들; } if (currentstate.IsKeyDown(Keys.S) && !oldstate.IsKeyDown(Keys.S)) { sdmgr.Play(); //var sd = soundEffects[1].CreateInstance(); //sd.Play(); } oldstate = currentstate; } base.Update(gameTime); }
/// <summary> /// Draws the gameplay screen. /// </summary> public override void Draw(GameTime gameTime) { // This game has a blue background. Why? Because! ScreenManager.GraphicsDevice.Clear(Color.CornflowerBlue); _backSpriteManager.Draw(gameTime); _midSpriteManager.Draw(gameTime); _frontSpriteManager.Draw(gameTime); // Our player and enemy are both actually just text strings. SpriteBatch spriteBatch = ScreenManager.SpriteBatch; spriteBatch.Begin(); spriteBatch.DrawString(gameFont, _healthBar.GetH().ToString(), enemyPosition, Color.DarkRed); _healthBar.Draw(); _spawner.Draw(); spriteBatch.End(); // If the game is transitioning on or off, fade it out to black. if (TransitionPosition > 0 || pauseAlpha > 0) { float alpha = MathHelper.Lerp(1f - TransitionAlpha, 1f, pauseAlpha / 2); ScreenManager.FadeBackBufferToBlack(alpha); } }
/// <summary> /// Allows the game component to update itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> public override void Draw(GameTime gameTime) { GestionSprites.Begin(); GestionSprites.DrawString(Font,TexteÀAfficher, Position, CouleurTexte,0,Origine,Échelle, SpriteEffects.None,1f); GestionSprites.End(); base.Draw(gameTime); }