protected override void Draw(GameTime gameTime) { switch (ApplicationData.CurrentScreen) { case ScreenType.Battle: battleScreen.Draw(GraphicsDevice, spriteBatch, Window.ClientBounds); break; case ScreenType.Start: startScreen.Draw(GraphicsDevice, spriteBatch); break; case ScreenType.GameOver: gameOverScreen.Draw(GraphicsDevice, spriteBatch); break; case ScreenType.ManageTeams: manageTeamScreen.Draw(GraphicsDevice, spriteBatch); break; case ScreenType.ManageCharacter: manageCharacterScreen.Draw(GraphicsDevice, spriteBatch); break; } 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.Black); base.Draw(gameTime); _spriteBatch.Begin(transformMatrix: _mainCamera.GetViewMatrix(), samplerState: SamplerState.LinearClamp, blendState: BlendState.AlphaBlend); switch (_gameScreen) { case GameScreen.HomeScreen: _homeScreen.Draw(_spriteBatch); break; case GameScreen.CinematicScreen: _cinematicScreen.Draw(_spriteBatch); break; case GameScreen.InstructionsScreen: _instructionScreen.Draw(_spriteBatch); break; case GameScreen.MainScreen: _mainScreen.Draw(_spriteBatch); break; case GameScreen.GameOverScreen: _gameOverScreen.Draw(_spriteBatch); break; default: throw new ArgumentOutOfRangeException(); } _screenFader.Draw(_spriteBatch); _spriteBatch.End(); if (_drawDebug) { DrawDebug(); } }
/// <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(new Color(31, 31, 31)); spriteBatch.Begin(); switch (_state) { case CGameState.MainScreen: _mainscreen.Draw(spriteBatch); break; case CGameState.CreditsScreen: _creditsScreen.Draw(spriteBatch); break; case CGameState.Playing: _background_manager.Draw(spriteBatch); _portal_manager.Draw(spriteBatch); _bullet_manager.Draw(spriteBatch); _enemy_managers.Values .ToList() .ForEach(x => x.Draw(spriteBatch)); _player.Draw(spriteBatch); _energy_storage_manager.Draw(spriteBatch); _bullet_hits_enemy.Draw(spriteBatch); _powerup_manager.Draw(spriteBatch); break; case CGameState.Gameover: _gameoverscreen.Draw(spriteBatch); break; } spriteBatch.End(); 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.Black); if (_currentState != GameState.Playing) { _spriteBatch.Begin(); } switch (_currentState) { case GameState.IntroScreen: _introScreen.Draw(gameTime, _spriteBatch); break; case GameState.MainMenu: _mainMenu.Draw(gameTime, _spriteBatch); break; case GameState.Playing: if (_overworld != null) { _overworld.Draw(GraphicsDevice, gameTime, _spriteBatch, Window.ClientBounds); } break; case GameState.LoadGame: _loadscreen.Draw(gameTime, _spriteBatch); break; case GameState.Options: _options.Draw(gameTime, _spriteBatch); break; case GameState.Credits: _credits.Draw(gameTime, _spriteBatch); break; case GameState.LoadingGame: case GameState.NewGame: _loadingScreen.Draw(gameTime, _spriteBatch); break; case GameState.HowToPlay: _howToPlay.Draw(gameTime, _spriteBatch); break; case GameState.GameOver: _gameOver.Draw(gameTime, _spriteBatch); break; case GameState.Saving: _savescreen.Draw(gameTime, _spriteBatch); break; } if (_currentState != GameState.Playing) { _spriteBatch.End(); } base.Draw(gameTime); }
private void GameOver() { GameOverScreen.Draw(); GameOverScreen.BackToTitleScreen(); }