Exemplo n.º 1
0
        public override void Draw(GameTime gameTime)
        {
            graphicsDevice.Clear(Color.Aqua);
            spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied);

            scrolling1.Draw(spriteBatch);
            scrolling2.Draw(spriteBatch);
            back1.Draw(spriteBatch);
            spriteBatch.End();
        }
Exemplo n.º 2
0
        public void Draw(SpriteBatch spriteBatch)
        {
            scroll1.Draw(spriteBatch);
            scroll2.Draw(spriteBatch);

            spriteBatch.Draw(Circle, CirlceRect, new Color(0, 0, 0, 100));

            foreach (MenuObject obj in objects)
            {
                obj.Draw(spriteBatch);
            }
        }
Exemplo n.º 3
0
        public override void Draw(GameTime gameTime)
        {
            graphicsDevice.Clear(Color.BlanchedAlmond);
            spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied);
            scrolling1.Draw(spriteBatch);
            scrolling2.Draw(spriteBatch);


            back1.Draw(spriteBatch);  //***
            paddle.Draw(spriteBatch); //***
            ball.draw(spriteBatch);
            if (p != null)
            {
                p.Draw(spriteBatch);
            }
            if (showbb)
            {
                paddle.drawBB(spriteBatch, Color.Black);
                paddle.drawHS(spriteBatch, Color.Green);
                dragonList.drawInfo(spriteBatch, Color.Red, Color.Blue);
                LineBatch.drawLineRectangle(spriteBatch, playArea, Color.Blue);
                ball.drawInfo(spriteBatch, Color.Gray, Color.Green);
            }
            if (ball.getPosY() > bot)
            {
                //ball.setPosY(60);
                spriteBatch.DrawString(font1, "Game Over!", new Vector2(100, 100), Color.Green);
                //dragonList.drawActive(spriteBatch);
            }

            //foreach (Sprite3 p in Spritewall)
            //    p.Draw(spriteBatch);
            if (wl != null)
            {
                wl.Draw(spriteBatch, Color.Teal, Color.Red);
            }
            LineBatch.drawLineRectangle(spriteBatch, rectangle, Color.Gray);

            //draw animation
            //string output1 = "Socre:  ";
            Vector2 FontOrigin1 = font1.MeasureString("a") / 2;

            spriteBatch.DrawString(font1, "Score " + scoure.ToString(), new Vector2(100, 100), Color.Green);
            //anmiation1.Draw(spriteBatch);
            // dragon.Draw(spriteBatch);
            //if(dragonList != null)
            dragonList.drawActive(spriteBatch);
            spriteBatch.End();
        }
Exemplo n.º 4
0
        public override void Draw(GameTime gameTime)
        {
            graphicsDevice.Clear(Color.Aqua);
            spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied);

            scrolling1.Draw(spriteBatch);
            scrolling2.Draw(spriteBatch);
            back1.Draw(spriteBatch);
            //anmiation1.Draw(spriteBatch);
            anmiationList.drawActive(spriteBatch);

            //if (keyState.IsKeyDown(Keys.H) && !prevKeyState.IsKeyDown(Keys.H))
            //{
            //    back2.Draw(spriteBatch);
            //}
            spriteBatch.End();
        }
Exemplo n.º 5
0
        /// <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
            sSpriteBatch.Begin();

            scrolling1.Draw(sSpriteBatch);
            scrolling2.Draw(sSpriteBatch);
            scrolling3.Draw(sSpriteBatch);

            sanic.Draw();

            gameState.Draw(gameTime);
            sSpriteBatch.End();

            base.Draw(gameTime);
        }
Exemplo n.º 6
0
        /// <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)
        {
            switch (level)
            {
            case 0:
                spriteBatch.Begin();
                scrolling1.Draw(spriteBatch);
                scrolling2.Draw(spriteBatch);
                break;

            case 1:
                spriteBatch.Begin();
                scroll1.Draw(spriteBatch);
                scroll2.Draw(spriteBatch);
                break;

            case 2:
                spriteBatch.Begin();
                level3a.Draw(spriteBatch);
                level3b.Draw(spriteBatch);
                break;

            case 3:
                spriteBatch.Begin();
                level4a.Draw(spriteBatch);
                level4b.Draw(spriteBatch);
                break;
            }
            //spriteBatch.Draw (fondo, posfondo, Color.White);
            foreach (bullets bullet in bullets)
            {
                bullet.Draw(spriteBatch);
            }

            foreach (Vector2 posicionEnemigo in posicionesEnemigo)
            {
                spriteBatch.Draw(enemigo, posicionEnemigo, Color.White);
            }

            spriteBatch.DrawString(fuente1, "destruyelos:" + puntos, posicioncor, Color.DarkRed);
            spriteBatch.DrawString(fuente1, "vidas:" + vidas, posvidas, Color.GhostWhite);
            spriteBatch.DrawString(fuente2, "nivel:" + level, poslev, Color.Goldenrod);
            player.Draw(spriteBatch);
            if (puntos >= 6000)
            {
                spriteBatch.Begin();
                spriteBatch.Draw(fondo, posfondo, Color.AliceBlue);
                KeyboardState keyboard = Keyboard.GetState();
                EndRun();
                EndDraw();
                posicionesEnemigo.Clear();
                spriteBatch.DrawString(fuente1, "puntos:" + puntos, poscicionfp, Color.Black);
                spriteBatch.DrawString(fuente1, "vidas:" + vidas, poscicionfv, Color.DarkMagenta);
                spriteBatch.DrawString(fuente2, "oprima enter para salir", possprite, Color.DarkOrchid);
                if (keyboard.IsKeyDown(Keys.Enter))
                {
                    this.Exit();
                }
            }
            spriteBatch.End();

            base.Draw(gameTime);
            if (vidas == 0)
            {
                Thread.Sleep(3000);
                this.Exit();
            }
            if (puntos == 4000)
            {
                vidas = vidas + 1;
            }
        }
Exemplo n.º 7
0
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.Black);

            //BACK GROUND
            spriteBatch.Begin();
            scrolling1.Draw(spriteBatch);
            scrolling2.Draw(spriteBatch);
            spriteBatch.End();

            //CREATE VIEW POINT FROM CAMERA
            var vp = GraphicsDevice.Viewport;

            _spriteBatchEffect.View       = Matrix.CreateLookAt(_cameraPosition, _cameraPosition + Vector3.Forward, Vector3.Up);
            _spriteBatchEffect.Projection = Matrix.CreateOrthographic(cameraViewWidth, cameraViewWidth / vp.AspectRatio, 0f, -1f);

            //BEGIN DRAWING SPRITES FROM CAMERA VIEW
            spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, null, null, RasterizerState.CullClockwise, _spriteBatchEffect);

            //DRAW PLAYER
            spriteBatch.Draw(playerTexture, _player.getBody().Position, null, Color.White, _player.getBody().Rotation, _player.getTextureOrigin(), _player.getBodySize() / _player.getTextureSize(), SpriteEffects.FlipVertically, 0f);

            //DRAW ROAD
            RoadManager.Draw(spriteBatch, _road1, _road2, _road3);

            //DRAW OBSTACLES
            ObstacleManagerJ.Draw(spriteBatch, _jumpObstacles1, _jumpObstacles2, _jumpObstacles3);
            ObstacleManagerC.Draw(spriteBatch, _crouchObstacles1, _crouchObstacles2, _crouchObstacles3);

            //END
            spriteBatch.End();

            //UI
            spriteBatch.Begin();

            spriteBatch.DrawString(font, "Score: " + (int)_player.getScore(), new Vector2(50, 80), Color.White);

            if (!_player.getIsMoving() && !_player.getIsCrashed())
            {
                spriteBatch.DrawString(font, "                         CONTROLS\n1. Press blue puck to jump.\n2. Press yellow puck to crouch.\n3.Press both pucks at the same time to start", new Vector2(500, 750 / 2), Color.Yellow);
            }

            if (_player.getIsOutOfBounds())
            {
                spriteBatch.DrawString(font, "                        OUT OF BOUNDS!\n\n\n\n\n\n\nPress both pucks at the same time to restart", new Vector2(500, 750 / 2), Color.Red);
            }
            else if (_player.getIsCrashed())
            {
                spriteBatch.DrawString(font, "                              CRASHED!\n\n\n\n\n\n\nPress both pucks at the same time to restart", new Vector2(500, 750 / 2), Color.Red);
            }

            if (_player.getIsPassed())
            {
                spriteBatch.DrawString(font, "Enemy Passed! +500", new Vector2(50, 20), Color.Yellow);
            }

            if (_player.getLevelUp() && _player.getLevelUptimer() < (float)gameTime.TotalGameTime.TotalSeconds)
            {
                spriteBatch.DrawString(font, "     LEVEL UP!\nSpeed Increased", new Vector2(800, 40), Color.Yellow);
            }

            spriteBatch.End();

            //DEBUGGER
            if (debuggerSwitch)
            {
                debugView.RenderDebugData(_spriteBatchEffect.Projection, _spriteBatchEffect.View, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.None, RasterizerState.CullNone, 0.8f);
                spriteBatch.Begin();

                spriteBatch.DrawString(font, "Time: " + (int)totalTime + " seconds", new Vector2(50, 60), Color.White);
                spriteBatch.DrawString(font, "Obstacles Passed: " + _player.getObstaclesPassed(), new Vector2(50, 80), Color.White);
                if (_player.getCurrentRoad() == 1)
                {
                    spriteBatch.DrawString(font, "Current Road: MIDDLE (road" + _player.getCurrentRoad() + ")", new Vector2(50, 220), Color.White);
                }
                else if (_player.getCurrentRoad() == 2)
                {
                    spriteBatch.DrawString(font, "Current Road: TOP (road" + _player.getCurrentRoad() + ")", new Vector2(50, 220), Color.White);
                }
                else if (_player.getCurrentRoad() == 3)
                {
                    spriteBatch.DrawString(font, "Current Road: BOTTOM (road" + _player.getCurrentRoad() + ")", new Vector2(50, 220), Color.White);
                }
                else if (_player.getCurrentRoad() == 4)
                {
                    spriteBatch.DrawString(font, "Current Road: OUT OF BOUNDS", new Vector2(50, 220), Color.White);
                }

                if (_player.getIsOnRoad())
                {
                    spriteBatch.DrawString(font, "ON ROAD", new Vector2(50, 240), Color.White);
                }
                else
                {
                    spriteBatch.DrawString(font, "OFF ROAD", new Vector2(50, 240), Color.White);
                }
                spriteBatch.DrawString(font, "Player Pos: " + _player.getBody().Position, new Vector2(50, 260), Color.White);
                spriteBatch.End();
            }
            base.Draw(gameTime);
        }