public override void Draw(GameTime gameTime) { SpriteBatch.Begin(); switch (RSG) { case PlayState.KEEP_UP: SpriteBatch.Draw(Textures.TextKeepUp, new Vector2(Center.X - Textures.TextKeepUp.Center().X, Center.Y - Textures.TextKeepUp.Center().Y), Color.White * (float)Math.Sin(ActionTween * Math.PI)); break; case PlayState.READY: SpriteBatch.Draw(Textures.TextReady, new Vector2(Center.X - Textures.TextReady.Center().X, Center.Y - Textures.TextReady.Center().Y), Color.White * (float)Math.Sin(ActionTween * Math.PI)); break; case PlayState.SET: SpriteBatch.Draw(Textures.TextSet, new Vector2(Center.X - Textures.TextSet.Center().X, Center.Y - Textures.TextSet.Center().Y), Color.White * (float)Math.Sin(ActionTween * Math.PI)); break; case PlayState.GO: SpriteBatch.Draw(Textures.TextGo, new Vector2(Center.X - Textures.TextGo.Center().X, Center.Y - Textures.TextGo.Center().Y), Color.White * (float)Math.Sin(ActionTween * Math.PI)); break; case PlayState.PLAY: break; } DrawProgress(); if (Multiplier == 0) { SpriteBatch.Draw(Textures.X1, new Vector2(10, (int)Height - 83), Color.White * MultiplierTween); } if (Multiplier == 1) { SpriteBatch.Draw(Textures.X2, new Vector2(10, (int)Height - 83), Color.White * MultiplierTween); } if (Multiplier == 2) { SpriteBatch.Draw(Textures.X3, new Vector2(10, (int)Height - 83), Color.White * MultiplierTween); } if (Multiplier == 3) { SpriteBatch.Draw(Textures.X4, new Vector2(10, (int)Height - 83), Color.White * MultiplierTween); } if (CurrentFireWork != null) { SpriteBatch.Draw(Textures.Selector, CurrentFireWork.Location - Textures.Selector.Center(), null, CurrentFireWork.Color * CurrectSelectorTween, 0, Vector2.Zero, CurrentFireWork.Size, SpriteEffects.None, 1); } foreach (var s in ScoreParticles) { var t = MiniScore.GetTextureFor(s.Score); SpriteBatch.Draw(t, new Vector2(s.Location.X - (t.Width / 2f), s.Location.Y), Color.White * s.Fade); } foreach (var s in TimeParticles) { Utilities.DrawNumbersPlus(SpriteBatch, s.Time, s.Location, Color.White * s.Fade); //var t = MiniScore.GetTextureFor(s.Score); //SpriteBatch.Draw(t, new Vector2(s.Location.X - (t.Width / 2f), s.Location.Y), Color.White * s.Fade); } DrawScore(); SpriteBatch.End(); base.Draw(gameTime); }
public override void Draw(GameTime gameTime) { //Draw Menu and Interfave SpriteBatch.Begin(); SpriteBatch.Draw(Textures.Hand, new Vector2(HandMoveH - 52, HandMoveV - Textures.Hand.Height), Color.White * HandFade); switch (RSG) { case PlayState.HAND_DOWN: case PlayState.HAND_UP: case PlayState.HAND_LEFT: case PlayState.HAND_RIGHT: case PlayState.HIDE_HAND: case PlayState.SHOW_HAND: if (HandFade.IsComplete) { Selector.DrawSelector(SpriteBatch, new Vector2(Center.X - 52, Center.Y - Textures.Hand.Height), new Vector2(HandMoveH, HandMoveV - Textures.Hand.Height)); } break; case PlayState.WATCH: SpriteBatch.Draw(Textures.TextWatch, new Vector2(Center.X - Textures.TextWatch.Center().X, Center.Y - Textures.TextWatch.Center().Y), Color.White * (float)Math.Sin(ActionTween * Math.PI)); break; case PlayState.READY: SpriteBatch.Draw(Textures.TextReady, new Vector2(Center.X - Textures.TextReady.Center().X, Center.Y - Textures.TextReady.Center().Y), Color.White * (float)Math.Sin(ActionTween * Math.PI)); break; case PlayState.SET: SpriteBatch.Draw(Textures.TextSet, new Vector2(Center.X - Textures.TextSet.Center().X, Center.Y - Textures.TextSet.Center().Y), Color.White * (float)Math.Sin(ActionTween * Math.PI)); break; case PlayState.GO: SpriteBatch.Draw(Textures.TextGo, new Vector2(Center.X - Textures.TextGo.Center().X, Center.Y - Textures.TextGo.Center().Y), Color.White * (float)Math.Sin(ActionTween * Math.PI)); break; case PlayState.PLAY: break; } SpriteBatch.Draw(Textures.Saved, new Vector2(Center.X - Textures.Saved.Center().X, Center.Y - Textures.Saved.Center().Y), Color.White * (float)Math.Sin(SavedTween * Math.PI)); DrawProgress(); foreach (var s in ScoreParticles) { var t = MiniScore.GetTextureFor(s.Score); SpriteBatch.Draw(t, new Vector2(s.Location.X - (t.Width / 2f), s.Location.Y), Color.White * s.Fade); } ScoreParticles.RemoveAll(p => p.Fade.IsComplete); DrawScore(); SpriteBatch.Draw(Textures.Save, new Vector2(0, (Game.GraphicsDevice.Viewport.Height - ((Textures.Save.Height * SaveTween.Value) + 30))), null, Color.White * SaveFadeTween.Value * FadeTween.Value, 0f, Vector2.Zero, SaveTween.Value, SpriteEffects.None, 1f); // var rect = // new Rectangle(0, (int)(Game.GraphicsDevice.Viewport.Height - ((Textures.Save.Height * SaveTween.Value))) - 30, (int)(Textures.Save.Width * SaveTween.Value), (int)(Textures.Save.Height * SaveTween.Value)); // Utilities.DrawRectangle(SpriteBatch, rect); //SpriteBatch.DrawString(Fonts.ArialSmall, Score + " Score" + ScoreParticles.Count + " Record" + RecordEvents.Count + " Map " + CurrentMap.Events.Count, new Vector2(10, 10), Color.White); SpriteBatch.End(); base.Draw(gameTime); }