Exemplo n.º 1
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)
        {
            CharacterPosition = CharacterSprite.Position;
            GraphicsDevice.Clear(Color.CornflowerBlue);
            spriteBatch.Begin();
            BackGroundSprite.draw(spriteBatch, originalViewPort.Bounds);
            CharacterSprite.text = CharacterSprite.Position.ToString();
            CharacterSprite.draw(spriteBatch, GameFont);
            CharacterSprite.draw(spriteBatch);
            //spriteBatch.Draw(_txBackGround, originalViewPort.Bounds, Color.White);

            //spriteBatch.Draw(_txCharacter, CharacterPosition, Color.White);
            spriteBatch.End();

            GraphicsDevice.Viewport = mapViewport;
            spriteBatch.Begin();
            DotSprite.draw(spriteBatch, 0.1f);
            BackGroundSprite.draw(spriteBatch, mapViewport.Bounds);
            DotSprite.text = DotSprite.Position.ToString();
            DotSprite.draw(spriteBatch, scale);
            //spriteBatch.Draw(_txDot, CharacterPosition * 0.1f,
            //                null, Color.White, 0f, Vector2.Zero, 0.1f, SpriteEffects.None, 0);
            //spriteBatch.Draw(_txBackGround, mapViewport.Bounds, Color.White);
            spriteBatch.End();
            // TODO: Add your drawing code here
            GraphicsDevice.Viewport = originalViewPort;
            base.Draw(gameTime);
        }
Exemplo n.º 2
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)
        {
            // main
            GraphicsDevice.Viewport = mainViewport;
            GraphicsDevice.Clear(Color.CornflowerBlue);
            spriteBatch.Begin();

            background.draw(spriteBatch);
            redghost.draw(spriteBatch);
            blueghost.draw(spriteBatch);
            ground.draw(spriteBatch);

            redghost.displayMessage(colMsg, spriteBatch, msgFont, Color.PaleVioletRed);
            blueghost.displayMessage(colMsg, spriteBatch, msgFont, Color.BlueViolet);
            spriteBatch.DrawString(msgFont, colMsg, new Vector2(blueghost.Position.X + 40f, blueghost.Position.Y + 10f), Color.AntiqueWhite);

            spriteBatch.End();

            //map
            GraphicsDevice.Viewport = mainViewport;

            spriteBatch.Begin();

            background.draw(spriteBatch);
            redghost.draw(spriteBatch);
            blueghost.draw(spriteBatch);
            ground.draw(spriteBatch);


            spriteBatch.End();

            base.Draw(gameTime);
        }
Exemplo n.º 3
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)
        {
            CharacterPosition = CharacterSprite.Position;
            GraphicsDevice.Clear(Color.CornflowerBlue);
            spriteBatch.Begin();
            BackGroundSprite.draw(spriteBatch, originalViewPort.Bounds);
            CharacterSprite.text = CharacterSprite.Position.ToString();
            CharacterSprite.draw(spriteBatch, GameFont);
            LipsSprite.text = LipsSprite.Position.ToString();
            LipsSprite.draw(spriteBatch, GameFont);
            //CharacterSprite.draw(spriteBatch);
            //spriteBatch.Draw(_txBackGround, originalViewPort.Bounds, Color.White);

            //spriteBatch.Draw(_txCharacter, CharacterPosition, Color.White);
            spriteBatch.End();

            GraphicsDevice.Viewport = mapViewport;
            spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend);
            frameSprite.draw(spriteBatch, scale);
            BackGroundSprite.draw(spriteBatch, scale);
            CharacterSprite.draw(spriteBatch, scale);
            LipsSprite.draw(spriteBatch, scale);
            spriteBatch.End();
            // TODO: Add your drawing code here
            GraphicsDevice.Viewport = originalViewPort;
            base.Draw(gameTime);
        }
Exemplo n.º 4
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.Viewport = originalViewPort;
            GraphicsDevice.Clear(Color.CornflowerBlue);

            spriteBatch.Begin();
            //spriteBatch.Draw(_txBackGround, originalViewPort.Bounds, Color.White);
            //spriteBatch.Draw(_txCharacter, CharacterPosition, Color.White);
            background.drawVP(spriteBatch, originalViewPort.Bounds);
            character1.draw(spriteBatch);
            spriteBatch.End();

            GraphicsDevice.Viewport = mapViewport;

            //SpriteBatch
            spriteBatch.Begin();

            //spriteBatch.Draw(_txDot, CharacterPosition * 0.1f, null, Color.White, 0f, Vector2.Zero, 0.1f, SpriteEffects.None, 0);
            //spriteBatch.Draw(_txBackGround, mapViewport.Bounds, Color.White);

            dot.draw(spriteBatch);
            background.drawVP(spriteBatch, mapViewport.Bounds);
            //dot.draw(spriteBatch);

            spriteBatch.End();


            // TODO: Add your drawing code here

            base.Draw(gameTime);
        }
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);
            spriteBatch.Begin();
            background.draw(spriteBatch);
            character1.draw(spriteBatch);
            character2.draw(spriteBatch);
            spriteBatch.DrawString(gameFont, collisionText, new Vector2(10, 10), Color.White);
            spriteBatch.End();

            // TODO: Add your drawing code here

            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)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            spriteBatch.Begin();

            background.draw(spriteBatch);
            character1.draw(spriteBatch);
            character2.draw(spriteBatch);

            spriteBatch.DrawString(collisionFont, collisionMessage, new Vector2(150, 150), Color.White);
            character1.drawString(spriteBatch, collisionFont);
            character2.drawString(spriteBatch, collisionFont);
            spriteBatch.End();
            base.Draw(gameTime);
        }