public void Draw(SpriteBatch spriteBatch, Player player) { spriteBatch.Draw(texture, statposition, Color.White); string text = string.Format("Gold : {0} Lives : {1}", player.Money, player.Lives); spriteBatch.DrawString(font, text, stattextPosition, Color.Black); }
public void Draw(SpriteBatch spriteBatch, Player player) { spriteBatch.Draw(texture, waveposition, Color.White); string text = string.Format("");//wave count spriteBatch.DrawString(font, text, wavetextPosition, Color.White); }
protected void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. Texture2D grass0 = game.Content.Load<Texture2D>("tiles/grass"); Texture2D path1 = game.Content.Load<Texture2D>("tiles/h-path"); Texture2D path2 = game.Content.Load<Texture2D>("tiles/v-path1"); Texture2D path3 = game.Content.Load<Texture2D>("tiles/v-path2"); Texture2D path4 = game.Content.Load<Texture2D>("tiles/botcorner-path1"); Texture2D path5 = game.Content.Load<Texture2D>("tiles/botcorner-path2"); Texture2D path6 = game.Content.Load<Texture2D>("tiles/corner-path1"); Texture2D path7 = game.Content.Load<Texture2D>("tiles/corner-path2"); Texture2D path8 = game.Content.Load<Texture2D>("tiles/3-waypath"); Texture2D design9 = game.Content.Load<Texture2D>("tiles/designtile1"); Texture2D design10 = game.Content.Load<Texture2D>("tiles/designtile2"); Texture2D design11 = game.Content.Load<Texture2D>("tiles/designtile3"); Texture2D design12 = game.Content.Load<Texture2D>("tiles/designtile4"); level.AddTexture(grass0); level.AddTexture(path1); level.AddTexture(path2); level.AddTexture(path3); level.AddTexture(path4); level.AddTexture(path5); level.AddTexture(path6); level.AddTexture(path7); level.AddTexture(path8); level.AddTexture(design9); level.AddTexture(design10); level.AddTexture(design11); level.AddTexture(design12); Texture2D enemyTexture = game.Content.Load<Texture2D>("EnemySprites/normalEnemySide"); Texture2D enemyTexture2 = game.Content.Load<Texture2D>("EnemySprites/normalEnemyFront"); Texture2D towerTexture = game.Content.Load<Texture2D>("TowerSprites/chickenNormal"); Texture2D bulletTexture = game.Content.Load<Texture2D>("TowerSprites/prjt_egg_medium"); //wave = new Wave(0, 50, level, enemyTexture); //wave.Start(); waveManager1 = new WaveManager(level, 5, enemyTexture); waveManager2 = new WaveManager(level, 5, enemyTexture); //wave2 = new Lane2(0, 50, level, enemyTexture); //wave2.Start(); player = new Player(level, towerTexture, bulletTexture); Texture2D topBar =game.Content.Load<Texture2D>("UI/UIstat"); SpriteFont font = game.Content.Load<SpriteFont>("Arial"); UIstat = new UIStat(topBar, font, new Vector2(475, level.Height * 50 - 50)); Texture2D topBar2 = game.Content.Load<Texture2D>("UI/UIinfo"); wave = new UIInfo(topBar2, font, new Vector2(325, level.Height * 50 - 45)); Texture2D topBar3 = game.Content.Load<Texture2D>("UI/UITowers"); tower = new UItowers(topBar3, font, new Vector2(0, level.Height * 50 - 50)); Texture2D pause = game.Content.Load<Texture2D>("UI/pauseButton"); PausePlayPosition = new pause (pause, font, new Vector2(0, level.Height *2)); Texture2D forward = game.Content.Load<Texture2D>("UI/x2Button"); ForwardPosition = new forward(forward, font, new Vector2(0, level.Height * 2)); Texture2D arrowNormal = game.Content.Load<Texture2D>("UI/normalTowerIcon"); Texture2D arrowHover = game.Content.Load<Texture2D>("UI/normalTowerIcon"); Texture2D arrowPressed = game.Content.Load<Texture2D>("UI/normalTowerIcon"); arrowButton = new Button(arrowNormal, arrowHover, arrowPressed, new Vector2(50, level.Height*49-5)); arrowButton.Clicked += new EventHandler(arrowButton_Clicked); Texture2D settings = game.Content.Load<Texture2D>("UI/settingUiButton"); settingsPosition = new Options(settings, font, new Vector2(0, level.Height * 1)); }
public void Draw(SpriteBatch spriteBatch, Player player) { spriteBatch.Draw(texture, ForwardPosition, Color.White); }