public override void Draw(GameTime gametime, SpriteBatch g) { g.End(); g.Begin(SpriteSortMode.Deferred, null, SamplerState.PointWrap, null, null, null, camera.Transform); g.Draw(Ressources.Niveau2B, new Vector2(), Color.White); //AnimationPlayer(Zombie) foreach (Zombie Z in Zombies) { Z.Draw(gametime, g); } //AnimationPlayer(ZombieCR) foreach (ZombieCR Z in ZombiesCR) { Z.Draw(gametime, g); } //AnimationPlayer(ZombieCR) foreach (ZombieF Z in ZombiesF) { Z.Draw(gametime, g); } //AnimationPlayer(BossZombie) foreach (BossZombie Z in BossZombies) { Z.Draw(gametime, g); } //AnimationPlayer(BossZombie) foreach (BossZombieCR Z in BossZombiesCR) { Z.Draw(gametime, g); } //AnimationPlayer(BossZombie) foreach (BossZombieF Z in BossZombiesF) { Z.Draw(gametime, g); } if (GestionExterne.numeroPerso == 0) { Joueur.Draw(gametime, g); } else { Joueur2.Draw(gametime, g); } //Dessin arriere plan g.Draw(Ressources.CoconNiv2B, new Vector2(10, 5), Color.White); g.Draw(Ressources.Colonne1Niv2B, new Vector2(370, 522), Color.White); g.Draw(Ressources.Colonne2Niv2B, new Vector2(1398, 518), Color.White); Hud.Draw(g); EV.Draw(g); }
public override void Draw(GameTime gametime, SpriteBatch g) { //Animation GrandMere Et FireBall GMPlayer.Draw(gametime, g, PositionGMLF, SpriteEffects.None); foreach (FireBall F in FireBalls) { F.Draw(gametime, g); } g.Draw(Ressources.TitreJeu, new Vector2(0, 0), Color.Green); //Others AnimationPlayer(joueur) OtherPlayer.Draw(gametime, g, PositionGMLF, SpriteEffects.None); Player.Draw(gametime, g); }
public override void Draw(GameTime gametime, SpriteBatch g) { g.Draw(Ressources.MainPage, new Rectangle(0, 0, 800, 500), Color.White); //Gestion Systeme #region Couleur Systeme g.Draw(Ressources.Test, new Rectangle(0, 0, 100, 100), Color.DarkRed); g.Draw(Ressources.Test, new Rectangle(0, 400, 100, 100), Color.DarkRed); g.Draw(Ressources.Test, new Rectangle(700, 0, 100, 100), Color.DarkRed); g.Draw(Ressources.Test, new Rectangle(700, 400, 100, 100), Color.DarkRed); g.Draw(Ressources.Test, new Rectangle(25, 25, 750, 450), Color.Green); g.Draw(Ressources.Test, new Rectangle(50, 50, 700, 400), Color.CornflowerBlue); g.Draw(Ressources.Test, new Rectangle(0, 0, 50, 50), Color.Green); g.Draw(Ressources.Test, new Rectangle(0, 450, 50, 50), Color.Green); g.Draw(Ressources.Test, new Rectangle(750, 0, 50, 50), Color.Green); g.Draw(Ressources.Test, new Rectangle(750, 450, 50, 50), Color.Green); #endregion //Avec Image Ressource if (!inMagasin) { #region Hors magasin //encadrement g.Draw(Ressources.Encadrement, new Rectangle(75, 50, 300, 100), Color.Green); g.Draw(Ressources.Encadrement3, new Rectangle(90, 160, 270, 250), Color.DarkRed); g.Draw(Ressources.Encadrement2, new Rectangle(400, 260, 250, 100), Color.DarkRed); if (!TutoOn) { g.Draw(Ressources.Encadrement2, new Rectangle(400, 60, 250, 100), Color.DarkRed); g.Draw(Ressources.Encadrement2, new Rectangle(400, 160, 250, 100), Color.DarkRed); } else { g.Draw(Ressources.Encadrement3, new Rectangle(370, 70, 360, 190), Color.SandyBrown); } //Texte g.DrawString(Ressources.TexteItalic, "ZOMBIE LAND", new Vector2(150, 87), Color.White); if (!TutoOn) { if (!ChoixVague) { g.DrawString(Ressources.TexteItalic, "Commencer", new Vector2(460, 100), Color.White); g.DrawString(Ressources.TexteItalic, "Magasin", new Vector2(480, 200), Color.White); } else { g.DrawString(Ressources.TexteItalic, "VAGUES " + (GestionExterne.numeroVague + 1), new Vector2(470, 145), Color.Red); g.DrawString(Ressources.TexteNormal, "CONTINUER", new Vector2(470, 100), Color.White); g.DrawString(Ressources.TexteNormal, "RECOMMENCER", new Vector2(455, 200), Color.White); } } else { ///Texte tuto g.DrawString(Ressources.TexteNormal, "R -> CHARGER (1 fois ou plusieurs \n fois en fonction de l'arme)", new Vector2(390, 90), Color.DarkRed); g.DrawString(Ressources.TexteNormal, "ESPACE -> TIRER/SE DEBATTRE ", new Vector2(390, 150), Color.DarkRed); g.DrawString(Ressources.TexteNormal, "WASD ET FLECHE -> DIRECTION", new Vector2(390, 185), Color.DarkRed); g.DrawString(Ressources.TexteNormal, "L -> CHANGEMENT D'ARME", new Vector2(390, 215), Color.DarkRed); g.DrawString(Ressources.TexteNormal, "BACKSPACE -> QUITTER TUTORIEL.. Z -> NOUVELLE HORDE ZOMBIES ", new Vector2(100, 450), Color.White); } g.DrawString(Ressources.TexteItalic, "Tutorial", new Vector2(480, 300), Color.White); //AnimationPLayer(feu) FirePlayer.Draw(gametime, g, PositionFeu, SpriteEffects.None, ColorF); FirePlayer.Draw(gametime, g, new Vector2(PositionFeu.X + 165, PositionFeu.Y - 5), SpriteEffects.None, ColorF); //AnimationPlayer(Zombie) foreach (Zombie Z in Zombies) { Z.Draw(gametime, g); } Player.Draw(gametime, g); #endregion } else { Magasin.Draw(g, gametime); } if (inMagasin) { g.DrawString(Ressources.TexteNormal, "BACKSPACE -> RETOURNER AU MENU ", new Vector2(200, 450), Color.White); } }
public override void Draw(GameTime gametime, SpriteBatch g) { g.End(); g.Begin(SpriteSortMode.Deferred, null, SamplerState.PointWrap, null, null, null, camera.Transform); g.Draw(Ressources.Niveau1, new Vector2(), Color.White); //foreach (ObjCollisionable O in Obj) O.Draw(g); //AnimationPlayer(Zombie) foreach (Zombie Z in Zombies) { Z.Draw(gametime, g); } //AnimationPlayer(ZombieCR) foreach (ZombieCR Z in ZombiesCR) { Z.Draw(gametime, g); } //AnimationPlayer(ZombieCR) foreach (ZombieF Z in ZombiesF) { Z.Draw(gametime, g); } //AnimationPlayer(BossZombie) foreach (BossZombie Z in BossZombies) { Z.Draw(gametime, g); } //AnimationPlayer(BossZombie) foreach (BossZombieCR Z in BossZombiesCR) { Z.Draw(gametime, g); } //AnimationPlayer(BossZombie) foreach (BossZombieF Z in BossZombiesF) { Z.Draw(gametime, g); } if (GestionExterne.numeroPerso == 0) { Joueur.Draw(gametime, g); } else if (GestionExterne.numeroPerso == 1) { Joueur2.Draw(gametime, g); } else { Joueur3.Draw(gametime, g); } //Dessin des Dessins Avant Plan g.Draw(Ressources.Niv1Poubelle, new Vector2(55, 350), Color.White); g.Draw(Ressources.Niv1Flag, new Vector2(535, 38), Color.White); g.Draw(Ressources.Niv1Pilier, new Vector2(305, 100), Color.White); g.Draw(Ressources.Niv1Pont1, new Vector2(770, -12), Color.White); g.Draw(Ressources.Niv1Pont2, new Vector2(793, 307), Color.White); g.Draw(Ressources.Niv1MiniFlag1, new Vector2(1030, -10), Color.White); g.Draw(Ressources.Niv1MiniFlag2, new Vector2(1047, 235), Color.White); g.Draw(Ressources.Niv1Arbre, new Vector2(1240, 42), Color.White); g.Draw(Ressources.Niv1Maison, new Vector2(1170, 350), Color.White); //Dessin HUd et Nombre d'ennemis restants Hud.Draw(g); EV.Draw(g); }