예제 #1
0
        public override void Draw(GameTime gameTime, UberSpriteBatch spriteBatch)
        {
            spriteBatch.Begin();

            loadButton.Draw(gameTime, spriteBatch);
            mainButton.Draw(gameTime, spriteBatch);

            spriteBatch.End();
        }
예제 #2
0
        public override void Draw(GameTime gameTime, UberSpriteBatch spriteBatch)
        {
            spriteBatch.Begin();

            intro.Draw(gameTime, spriteBatch);
            goButton.Draw(gameTime, spriteBatch);

            spriteBatch.End();
        }
예제 #3
0
        public override void Draw(GameTime gameTime, UberSpriteBatch spriteBatch)
        {
            spriteBatch.Begin();

            spriteBatch.Draw(TexturesManager.BackgroundMenu, new Rectangle(0,0,MainGame.ScreenX,MainGame.ScreenY));
            spriteBatch.DrawUI(TexturesManager.Title, "Wrath of the Rack Ninja", new Vector2(MainGame.ScreenX / 2, MainGame.ScreenY / 2 - 300), Color.Red);

            startButton.Draw(gameTime, spriteBatch);
            optionButton.Draw(gameTime, spriteBatch);
            storyButton.Draw(gameTime, spriteBatch);
            exitButton.Draw(gameTime, spriteBatch);

            spriteBatch.End();
        }
예제 #4
0
        public override void Draw(GameTime gameTime, UberSpriteBatch spriteBatch)
        {
            spriteBatch.Begin();
            spriteBatch.Draw(TexturesManager.MultiMenu, new Rectangle(0, 0, MainGame.ScreenX, MainGame.ScreenY));
            spriteBatch.DrawUI(TexturesManager.Title, "Wrath of the Rack Ninja", new Vector2(MainGame.ScreenX / 2, MainGame.ScreenY / 2 - 300), Color.Red);
            spriteBatch.DrawUI(TexturesManager.Title, "Multijoueurs", new Vector2(100, MainGame.ScreenY / 2 - 300), Color.Red);

            backStartButton.Draw(gameTime, spriteBatch);
            localButton.Draw(gameTime,spriteBatch);

            foreach (Window win in Windows)
                win.Draw(gameTime, spriteBatch);

            spriteBatch.End();
        }
예제 #5
0
 public static void Draw(UberSpriteBatch spriteBatch)
 {
     spriteBatch.Begin();
     spriteBatch.Draw(CurrentTexture, Position);
     spriteBatch.End();
 }
예제 #6
0
        public override void Draw(GameTime gameTime, UberSpriteBatch spriteBatch)
        {
            spriteBatch.BeginCam(camera);

            MapFirst.Draw(spriteBatch, true);
            if (isShown)
                if (Player.pos.X >= 0 && Player.pos.Y >= 0)
                    spriteBatch.Draw(TexturesManager.Tile, Player.pos);
            foreach (Monster entity in Entities.OfType<Monster>())
                entity.Draw(gameTime, spriteBatch);

            Player.Draw(gameTime, spriteBatch);

            MapFirst.Draw(spriteBatch, false);

            foreach (WorldEffect worldEffect in WorldEffects)
                worldEffect.Draw(gameTime, spriteBatch);

            if (gameTime.TotalGameTime.TotalMilliseconds % 10000 < 10)
                i = RandomManager.Next(0, 2);
            Temps.Pluie(spriteBatch, gameTime, MapFirst.Data, i == 1 ? false : true);
            Temps.Neige(spriteBatch, gameTime, MapFirst.Data, i == 2 ? false : true);
            spriteBatch.End();

            spriteBatch.Begin();
            MainGame.cursor.Draw(spriteBatch);
            foreach (Entity entity in Entities)
                entity.DrawUI(gameTime, spriteBatch);
            Player.DrawUI(gameTime, spriteBatch);

            foreach (Window win in Windows)
                win.Draw(gameTime, spriteBatch);

            if (isShown)
                DrawInfo(gameTime, spriteBatch, Color.White);

            spriteBatch.End();
        }
예제 #7
0
        public override void Draw(GameTime gameTime, UberSpriteBatch spriteBatch)
        {
            spriteBatch.BeginCam(Camera);
            MapFirst.Draw(spriteBatch, true, Player.CanMove ? Player.Position : Player.AstralPosition);

            foreach (Monster entity in Entities.OfType<Monster>())
                entity.Draw(gameTime, spriteBatch);

            Player.Draw(gameTime, spriteBatch);

            MapFirst.Draw(spriteBatch, false, Player.CanMove ? Player.Position : Player.AstralPosition);

            spriteBatch.End();

            spriteBatch.Begin();

            foreach (Entity entity in Entities)
                entity.DrawUI(gameTime, spriteBatch);

            Player.DrawUI(gameTime, spriteBatch);

            foreach (WorldEffect worldEffect in WorldEffects)
                worldEffect.Draw(gameTime, spriteBatch);

            foreach (Window win in Windows)
                win.Draw(gameTime, spriteBatch);

            if (isShown)
                DrawInfo(gameTime, spriteBatch, Color.White);

            spriteBatch.End();
        }
예제 #8
0
 public override void Draw(GameTime gameTime, UberSpriteBatch spriteBatch)
 {
     spriteBatch.Begin();
     spriteBatch.Draw(videoPlayer.GetTexture(), new Rectangle(0, 0, MainGame.ScreenX, MainGame.ScreenY));
     spriteBatch.End();
 }