public void Draw(SpriteBatch sb) { scrollingBackground.Draw(sb); uI.Draw(sb); player.Draw(sb); if (projectiles != null) { foreach (Projectiles p in projectiles) { p.Draw(sb); } } if (meteors != null) { foreach (Meteor m in meteors) { m.Draw(sb); } } }
/// <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(); player.Draw(spriteBatch); playerBase.Draw(spriteBatch); foreach (Bullet bullet in bullets) { bullet.Draw(spriteBatch); } if (winner) { spriteBatch.DrawString(font, "You've won!", new Vector2(500, 500), Color.White); } spriteBatch.End(); // TODO: Add your drawing code here 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 switch (gameState) { case State.Menu: spriteBatch.Begin(); menus.ForEach(x => x.Draw(spriteBatch)); buttons.ForEach(x => x.Draw(spriteBatch)); buttons.ForEach(x => x.TextDraw(spriteBatch)); spriteBatch.End(); return; case State.Play: spriteBatch.Begin(); player.Draw(spriteBatch); collider.ForEach(x => x.Draw(spriteBatch)); spriteBatch.End(); return; } base.Draw(gameTime); }
protected override void Draw(GameTime gameTime) { switch (gameState) { case GameState.Intro: { spriteBatch.Begin(); videoTexture = videoplayer.GetTexture(); if (videoTexture != null) { spriteBatch.Draw(videoTexture, videoScreen, Color.White); } spriteBatch.End(); break; } case GameState.TitleScreen: { spriteBatch.Begin(); bgSpace.Draw(gameTime); spriteBatch.DrawString(sFont1, "MAIN MENU", pos_main_title, Color.White); spriteBatch.DrawString(sFont1, "Press 'E' to start the game!", txt_IntroPos, Color.White); spriteBatch.DrawString(sFont1, "Press 'F' to pause the game!", pos_main_pause, Color.White); spriteBatch.DrawString(sFont1, "Press 'Escape' to quit the game!", pos_main_quit, Color.White); spriteBatch.DrawString(sFont1, "Controls:", txt_ControlsPos, Color.White); spriteBatch.DrawString(sFont1, "Use WASD to move", txt_ControlsPos1, Color.White); spriteBatch.DrawString(sFont1, "Press 'Space' to shoot", txt_ControlsPos2, Color.White); spriteBatch.End(); break; } case GameState.GameStarted: { spriteBatch.Begin(); bgSpace.Draw(gameTime); if (player.isAlive) { player.Draw(spriteBatch); em.Draw(spriteBatch); pum.Draw(spriteBatch); //draw Score spriteBatch.DrawString(sFont1, "Score: " + player.score.ToString(), txt_ScorePos, Color.White); } else { spriteBatch.DrawString(sFont2, "Game Over", txt_GameOverPos, Color.White); spriteBatch.DrawString(sFont1, "Score: " + score, txt_ScorePos2, Color.White); spriteBatch.DrawString(sFont1, "Press 'E' to continue!", txt_ContinuePos, Color.White); spriteBatch.DrawString(sFont1, "Press 'Escape' to Exit", txt_ExitPos, Color.White); } spriteBatch.End(); break; } case GameState.GameEnded: { break; } case GameState.GamePaused: { spriteBatch.Begin(); bgSpace.Draw(gameTime); player.Draw(spriteBatch); em.Draw(spriteBatch); pum.Draw(spriteBatch); spriteBatch.DrawString(sFont1, "Score: " + player.score.ToString(), txt_ScorePos, Color.White); spriteBatch.DrawString(sFont1, "PAUSE", pos_pause_title, Color.White); spriteBatch.DrawString(sFont1, "Continue: E", pos_pause_continue, Color.White); spriteBatch.DrawString(sFont1, "Restart: R", pos_pause_restart, Color.White); spriteBatch.DrawString(sFont1, "Quit: Escape", pos_pause_exit, Color.White); spriteBatch.End(); 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.CornflowerBlue); // TODO: Add your drawing code here // Start drawing spriteBatch.Begin(); //Draw the Main Background Texture spriteBatch.Draw(mainBackground, rectBackground, Color.White); // Draw the moving background bgLayer1.Draw(spriteBatch); bgLayer2.Draw(spriteBatch); // Draw the Enemies for (int i = 0; i < enemies.Count; i++) { enemies[i].Draw(spriteBatch); } // draw explosions foreach (var e in explosions) { e.Draw(spriteBatch); } ; // Draw the Player player2.Draw(spriteBatch); player.Draw(spriteBatch); //[TEST CODE-IGNORE] //player2.Draw(spriteBatch); //spriteBatch.DrawString(font, "Score", new Vector2(100, 100), Color.Black); spriteBatch.DrawString(font, "Orange Score: " + score, new Vector2(20, 20), Color.Orange); spriteBatch.DrawString(font, "Green Score: " + score2, new Vector2(300, 20), Color.Green); spriteBatch.DrawString(font, "Avoid Getting Hit!!", new Vector2(20, 550), Color.Gold); //[First Concept, Improved to more logical] //if ((score >= 5 && score <=15) || (score2 >= 5 && score2 <= 15)) //{ // spriteBatch.DrawString(font, "Orange LEFT key changed to 'M'!", new Vector2(300, 550), Color.Red); // lock_left = 1; //} if (score + score2 >= 10 && score + score2 <= 30) { spriteBatch.DrawString(font, "Orange LEFT key changed to 'M'!", new Vector2(300, 550), Color.Orange); lock_left = 1; } if (score + score2 >= 31 && score + score2 <= 60) { spriteBatch.DrawString(font, "", new Vector2(300, 550), Color.White); spriteBatch.DrawString(font, "Green RIGHT changed to 'P'!", new Vector2(300, 550), Color.Green); lock_left = 0; lock_d = 1; } if (score + score2 >= 61 && score + score2 <= 90) { spriteBatch.DrawString(font, "", new Vector2(300, 550), Color.White); spriteBatch.DrawString(font, "Orange UP changed to 'Q'!", new Vector2(300, 550), Color.Orange); lock_d = 0; lock_up = 1; } if (score + score2 >= 91 && score + score2 <= 120) { spriteBatch.DrawString(font, "", new Vector2(300, 550), Color.White); spriteBatch.DrawString(font, "Green UP changed to 'Q'!", new Vector2(300, 550), Color.Green); lock_d = 0; lock_up = 1; } if (score + score2 >= 121) { spriteBatch.DrawString(font, "", new Vector2(300, 550), Color.White); if (score > score2) { spriteBatch.DrawString(font, "Orange Win!!!", new Vector2(400, 400), Color.Black); } if (score2 > score) { spriteBatch.DrawString(font, "Green Win!!!", new Vector2(400, 400), Color.Black); } } //Vector2 location = new Vector2(400, 240); //Rectangle sourceRectangle = new Rectangle(0, 0, arrow.Width, arrow.Height); //Vector2 origin = new Vector2(0, 0); //spriteBatch.Draw(arrow, location, sourceRectangle, Color.White, angle, origin, 1.0f, SpriteEffects.None, 1); //Vector2 location2 = new Vector2(600, 400); //Rectangle sourceRectangle2 = new Rectangle(0, 0, arrow.Width, arrow.Height); //Vector2 origin2 = new Vector2(0, 0); //spriteBatch.Draw(arrow2, location2, sourceRectangle2, Color.White, angle, origin, 1.0f, SpriteEffects.None, 1); // Stop drawing 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.White); spriteBatch.Begin(); switch (state) { case GameState.Start: { spriteBatch.Draw(Background, backrect, randomcolor); spriteBatch.Draw(Background, backrect2, randomcolor); spriteBatch.DrawString(spriteFont, "Super Robo W.H.A.L.E.", textLoc, Color.Crimson); spriteBatch.Draw(Button, Startbutton, Color.White); spriteBatch.Draw(Button, optionsbutton, Color.White); spriteBatch.Draw(Button, exitbutton, Color.White); spriteBatch.DrawString(spriteFont, "Start", new Vector2(Startbutton.X + 20, Startbutton.Y + 8), Color.Black, 0f, new Vector2(0, 0), .5f, SpriteEffects.None, 1f); spriteBatch.DrawString(spriteFont, "Options", new Vector2(optionsbutton.X + 8, optionsbutton.Y + 8), Color.Black, 0f, new Vector2(0, 0), .5f, SpriteEffects.None, 1f); spriteBatch.DrawString(spriteFont, "Exit", new Vector2(exitbutton.X + 27, exitbutton.Y + 8), Color.Black, 0f, new Vector2(0, 0), .5f, SpriteEffects.None, 1f); break; } // END OF START MENU case GameState.inGame: { you.Draw(spriteBatch); //spriteBatch.Draw(Platform, platformplace, Color.AliceBlue); //spriteBatch.Draw(Platform, platformplace2, Color.AliceBlue); // Draw platforms spriteBatch.Draw(Background, backrect, randomcolor); spriteBatch.Draw(Background, backrect2, randomcolor); spriteBatch.DrawString(spriteFont, "Score: " + score, new Vector2(10, 10), Color.Black); spriteBatch.Draw(Platform, platform1.platform, randomcolor); spriteBatch.Draw(Platform, platform2.platform, randomcolor); spriteBatch.Draw(Platform, platform3.platform, randomcolor); spriteBatch.Draw(Platform, platform4.platform, randomcolor); spriteBatch.Draw(enemy, A.hitbox, randomcolor); spriteBatch.Draw(enemy, B.hitbox, randomcolor); spriteBatch.Draw(rocket, projectile2, Color.White); spriteBatch.Draw(rocket, projectile3, Color.White); spriteBatch.Draw(you.sprite, you.position, randomcolor); if (colorchanger == 1) { switch (dogecounter) { case 0: break; case 1: break; case 2: spriteBatch.DrawString(spriteFont, "Such WOW", new Vector2(rnd.Next(0, GraphicsDevice.Viewport.Width), rnd.Next(0, GraphicsDevice.Viewport.Height)), Color.Violet); break; case 3: spriteBatch.DrawString(spriteFont, "Much Win", new Vector2(rnd.Next(0, GraphicsDevice.Viewport.Width), rnd.Next(0, GraphicsDevice.Viewport.Height)), Color.Red); break; case 4: spriteBatch.DrawString(spriteFont, "SUPER WHALE", new Vector2(rnd.Next(0, GraphicsDevice.Viewport.Width), rnd.Next(0, GraphicsDevice.Viewport.Height)), Color.White); break; case 5: spriteBatch.DrawString(spriteFont, "Dude", new Vector2(rnd.Next(0, GraphicsDevice.Viewport.Width), rnd.Next(0, GraphicsDevice.Viewport.Height)), Color.Olive); break; case 6: spriteBatch.DrawString(spriteFont, "WOAH", new Vector2(rnd.Next(0, GraphicsDevice.Viewport.Width), rnd.Next(0, GraphicsDevice.Viewport.Height)), Color.Green); break; case 7: spriteBatch.DrawString(spriteFont, "AAAAAA-IIII-EEEE-OOO-UUUU", new Vector2(rnd.Next(0, GraphicsDevice.Viewport.Width), rnd.Next(0, GraphicsDevice.Viewport.Height)), Color.Blue); break; case 8: break; case 9: break; } } // Draw player // you.Draw(spriteBatch); if (Lazoron) { spriteBatch.Draw(Background, projectile, Color.Crimson); } break; } //END OF IN-GAME case GameState.Options: { if (prevState != GameState.Start) { spriteBatch.Draw(Background, backrect, randomcolor); spriteBatch.Draw(Background, backrect2, randomcolor); spriteBatch.DrawString(spriteFont, "Score: " + score, new Vector2(10, 10), Color.Black); spriteBatch.Draw(Platform, platform1.platform, Color.White); spriteBatch.Draw(Platform, platform2.platform, Color.White); spriteBatch.Draw(Platform, platform3.platform, Color.White); spriteBatch.Draw(Platform, platform4.platform, Color.White); spriteBatch.Draw(enemy, A.hitbox, Color.White); spriteBatch.Draw(enemy, B.hitbox, Color.White); spriteBatch.Draw(rocket, projectile2, Color.White); spriteBatch.Draw(rocket, projectile3, Color.White); you.Draw(spriteBatch); } spriteBatch.Draw(Background, backrect, randomcolor); spriteBatch.Draw(Background, backrect2, randomcolor); spriteBatch.Draw(Button, Backbutton, Color.White); spriteBatch.DrawString(spriteFont, "Back", new Vector2(Backbutton.X + 27, Backbutton.Y + 8), Color.Black, 0f, new Vector2(0, 0), .5f, SpriteEffects.None, 1f); spriteBatch.DrawString(spriteFont, "OPTIONS \n(of which you have none)", textLoc, Color.Black); break; } //END OG OPTIONS MENU case GameState.Pause: { spriteBatch.Draw(Background, backrect, randomcolor); spriteBatch.Draw(Background, backrect2, randomcolor); spriteBatch.DrawString(spriteFont, "Score: " + score, new Vector2(10, 10), Color.Black); spriteBatch.Draw(Platform, platform1.platform, Color.White); spriteBatch.Draw(Platform, platform2.platform, Color.White); spriteBatch.Draw(Platform, platform3.platform, Color.White); spriteBatch.Draw(Platform, platform4.platform, Color.White); spriteBatch.Draw(enemy, A.hitbox, Color.White); spriteBatch.Draw(enemy, B.hitbox, Color.White); spriteBatch.Draw(rocket, projectile2, Color.White); spriteBatch.Draw(rocket, projectile3, Color.White); you.Draw(spriteBatch); spriteBatch.Draw(Button, optionsbutton, Color.White); spriteBatch.DrawString(spriteFont, "Options", new Vector2(optionsbutton.X + 8, optionsbutton.Y + 8), Color.Black, 0f, new Vector2(0, 0), .5f, SpriteEffects.None, 1f); spriteBatch.Draw(Button, Resumebutton, Color.White); spriteBatch.DrawString(spriteFont, "Resume", new Vector2(Resumebutton.X + 8, Resumebutton.Y + 8), Color.Black, 0f, new Vector2(0, 0), .5f, SpriteEffects.None, 1f); spriteBatch.Draw(Button, Menubutton, Color.White); spriteBatch.DrawString(spriteFont, "Menu", new Vector2(Menubutton.X + 20, Menubutton.Y + 8), Color.Black, 0f, new Vector2(0, 0), .5f, SpriteEffects.None, 1f); spriteBatch.DrawString(spriteFont, "Game Paused", new Vector2(textLoc.X + 100, 200), Color.Crimson); break; } //END OF PAUSE MENU case GameState.gameOver: { spriteBatch.Draw(Background, backrect, randomcolor); spriteBatch.Draw(Background, backrect2, randomcolor); spriteBatch.DrawString(spriteFont, "You tried.", textLoc2, Color.Black); spriteBatch.Draw(Button, Backbutton, Color.White); spriteBatch.DrawString(spriteFont, "Back", new Vector2(Backbutton.X + 27, Backbutton.Y + 8), Color.Black, 0f, new Vector2(0, 0), .5f, SpriteEffects.None, 1f); Rectangle trophyRect = new Rectangle(450, 170, 300, 300); Rectangle starRect = new Rectangle(50, 150, 250, 250); spriteBatch.Draw(trophy, trophyRect, Color.White); spriteBatch.Draw(star, starRect, Color.White); break; } //END OF GAME OVER MENU } 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.CornflowerBlue); // TODO: Add your drawing code here //backgroundImage.Draw(spriteBatch); foreach (Bullet bullet in playerBullets) { bullet.Draw(spriteBatch); } foreach (Bullet bullet in invaderBullets) { bullet.Draw(spriteBatch); } foreach (List <Invader> invadersList in invaders) { foreach (Invader invader in invadersList) { invader.Draw(spriteBatch); } } player.Draw(spriteBatch); if (currentState == GameState.GameOver) { spriteBatch.Begin(); string text = "PRESS 'R' IN ORDER TO RESTART"; spriteBatch.DrawString( font, text, new Vector2(GraphicsDevice.Viewport.Width / 2, GraphicsDevice.Viewport.Height / 2) - (font.MeasureString(text) / 2), Color.Black); spriteBatch.End(); } if (currentState == GameState.Restarting) { spriteBatch.Begin(); string text = "RESTARTING IN " + Math.Round((double)restartingCounter / 60) + "!"; spriteBatch.DrawString( font, text, new Vector2(GraphicsDevice.Viewport.Width / 2, GraphicsDevice.Viewport.Height / 2) - (font.MeasureString(text) / 2), Color.Black); spriteBatch.End(); } if (currentState == GameState.Victory) { spriteBatch.Begin(); string text = "VICTORY!!!"; spriteBatch.DrawString( font, text, new Vector2(GraphicsDevice.Viewport.Width / 2, GraphicsDevice.Viewport.Height / 2) - (font.MeasureString(text) / 2), Color.Black); string text2 = "PRESS 'R' IN ORDER TO RESTART"; spriteBatch.DrawString( font, text2, new Vector2(GraphicsDevice.Viewport.Width / 2, GraphicsDevice.Viewport.Height / 2 + 30) - (font.MeasureString(text2) / 2), Color.Black); spriteBatch.End(); } base.Draw(gameTime); }