private void Gameplay_Draw(SpriteBatch pSpriteBatch) { foreach (Fighter var1 in EnemyFighter) { var1.Draw(SpriteBatch); } foreach (Frigate var1 in EnemyFrigate) { var1.Draw(SpriteBatch); } foreach (Carrier var1 in EnemyCarrier) { var1.Draw(SpriteBatch); } foreach (Dreadnought var1 in EnemyDreadnought) { var1.Draw(SpriteBatch); var1.DrawCountDown(SpriteBatch); } foreach (Missile var1 in EnemyMissile) { var1.Draw(SpriteBatch); } foreach (Slug var1 in EnemySlug) { var1.Draw(SpriteBatch); } foreach (Cannon var1 in EnemyCannon) { if (var1.IsActive) { var1.Draw(SpriteBatch); } } cone.Draw(spriteBatch); SSV.Draw(SpriteBatch); ladar.Draw(spriteBatch); foreach (Sprite HUD in hud) { HUD.Draw(SpriteBatch); } foreach (Right_HUD R_H in R_hud) { R_H.Draw(SpriteBatch); } if (pause) { pSpriteBatch.DrawString(R_hud[2].Font, "Press ESC again to quit\nPress Enter to continue", new Vector2((this.screenSize.X / 2) - (R_hud[2].Font.MeasureString("Press ESC again to quit\nPress Enter to continue").X / 2), (this.screenSize.Y / 2) - (R_hud[2].Font.MeasureString("Press ESC again to quit\nPress Enter to continue").Y * 2)), Color.White); } }
public void Draw() { foreach (Enemy var1 in enemies) { if (var1.IsActive) { var1.Draw(SpriteBatch, Vector2.Zero); } } foreach (Sprite HUD in hud) { HUD.Draw(SpriteBatch, Vector2.Zero); } SSV.Draw(SpriteBatch, Vector2.Zero); }