public void Draw(ArcadeMachine baseGame)
        {
            brickBreaker = baseGame as BrickbreakerGame;
            if (brickBreaker == null)
            {
                return;
            }

            drawScale = brickBreaker.GlobalScale;
            CoreGlobals.GraphicsDevice.SetRenderTarget(brickBreaker.RenderTarget);
            CoreGlobals.GraphicsDevice.Clear(Color.Black);


            spriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.PointClamp, DepthStencilState.None, null);

            if (brickBreaker.State == BrickbreakerGame.GameState.GameOver)
            {
                DrawGameOver();
                DrawHud();
            }
            else
            {
                DrawPlay();
                DrawHud();
            }

            spriteBatch.End();
        }
Exemplo n.º 2
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        public void Draw(ArcadeMachine baseGame)
        {
            game = baseGame as PongGame;
            if (game == null)
            {
                return;
            }

            CoreGlobals.GraphicsDevice.SetRenderTarget(game.RenderTarget);
            CoreGlobals.GraphicsDevice.Clear(Color.Black);

            spriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.PointClamp, DepthStencilState.None, null);

            if (game.State == PongGame.GameState.GameOver)
            {
                DrawGameOver();
                DrawHud();
            }
            else
            {
                DrawPlay();
                DrawHud();
            }

            spriteBatch.End();
        }
        public void Draw(ArcadeMachine baseGame)
        {
            game = baseGame as TotalDefenderGame;
            if (game == null)
            {
                return;
            }

            CoreGlobals.GraphicsDevice.SetRenderTarget(game.RenderTarget);
            CoreGlobals.GraphicsDevice.Clear(Color.Black);
            spriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.PointClamp, DepthStencilState.None, null);

            switch (game.State)
            {
            case GameState.Play:
                DrawPlay();
                DrawRadar();
                DrawHud();
                break;

            case GameState.EndOfWave:
                DrawHud();
                DrawEndOfWave();
                break;

            case GameState.GameOver:
                DrawGameOver();
                break;

            case GameState.Controls:
                DrawControls();
                break;

            case GameState.Tutorial:
                DrawTutorial();
                break;
            }

            spriteBatch.End();
        }