public void render(Renderer r) { r.beginScreen(); Vector2 pos = 50 * Vector2.One; foreach (PlayerIndex p in controllers) { r.renderText(String.Format("Player {0} is connected", p), pos, Color.White, false); pos += 30 * Vector2.UnitY; } r.end(); }
public void render(Renderer r) { r.beginScreen(); Vector2 pos = 50 * Vector2.One; foreach (PlayerIndex p in controllers) { r.renderText(String.Format("Player {0} is connected", p), pos, Color.White, false); pos += 30 * Vector2.UnitY; } r.end(); }
/// <summary> /// Render the amount of time left of current level. /// </summary> /// <param name="r">Renderer to use.</param> private void renderTimeBar(Renderer r) { r.beginScreen(); float left = 0.2f * r.Screenspace.Size.X; float right = 0.8f * r.Screenspace.Size.X; float top = 0.025f * r.Screenspace.Size.Y; float bottom = 0.05f * r.Screenspace.Size.Y; r.renderRect(new Vector2(left, top), new Vector2(right, bottom), Color.White); float timeleft = (right - left) * this.leveltimeleft / this.leveltime + left; r.renderRect(new Vector2(left, top), new Vector2(timeleft, bottom), Color.White, true); }
/// <summary> /// Render the amount of time left of current level. /// </summary> /// <param name="r">Renderer to use.</param> private void renderTimeBar(Renderer r) { r.beginScreen(); float left = 0.2f * r.Screenspace.Size.X; float right = 0.8f * r.Screenspace.Size.X; float top = 0.025f * r.Screenspace.Size.Y; float bottom = 0.05f * r.Screenspace.Size.Y; r.renderRect(new Vector2(left, top), new Vector2(right, bottom), Color.White); float timeleft = (right - left) * this.leveltimeleft / this.leveltime + left; r.renderRect(new Vector2(left, top), new Vector2(timeleft, bottom), Color.White, true); }
public void render(Renderer r) { r.beginScreen(); r.renderText("Player X paused the game.", 0.5f * Vector2.One, Color.White, false); r.end(); }
public void render(Renderer r) { r.beginScreen(); r.renderText("Player X paused the game.", 0.5f * Vector2.One, Color.White, false); r.end(); }