/// <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) { string positionInText = string.Format("Position of Jumper: ({0:0.0},{1:0.0})", _jumper.Position.X, _jumper.Position.Y); string movementInText = string.Format("Current Movement: ({0:0.0},{1:0.0})", _jumper.Movement.X, _jumper.Movement.Y); GraphicsDevice.Clear(Color.WhiteSmoke); _spriteBatch.Begin(); base.Draw(gameTime); _board.Draw(); _spriteBatch.DrawString(_debugFont, positionInText, new Vector2(10, 0), Color.White); _spriteBatch.DrawString(_debugFont, movementInText, new Vector2(10, 20), Color.White); _jumper.Draw(); _spriteBatch.End(); }
protected override void Draw(GameTime gameTime) { string positionInText = string.Format("Position of Jumper: ({0:0.0}, {1:0.0})", _jumper.Position.X, _jumper.Position.Y); string movementInText = string.Format("Current movement: ({0:0.0}, {1:0.0})", _jumper.curSpeed.X, _jumper.curSpeed.Y); string isOnFirmGroundText = string.Format(" On firm ground ? : {0}", _jumper.IsOnFirmGround()); GraphicsDevice.Clear(Color.Aqua); _spriteBatch.Begin(); base.Draw(gameTime); _board.Draw(); _spriteBatch.DrawString(_debugFont, positionInText, new Vector2(10, 0), Color.White); _spriteBatch.DrawString(_debugFont, movementInText, new Vector2(10, 20), Color.White); _spriteBatch.DrawString(_debugFont, isOnFirmGroundText, new Vector2(10, 40), Color.White); _jumper.Draw(); _spriteBatch.End(); }