public void Draw(SpriteBatch sb) { switch (currState) { case BMenuState.MINI: menubg.Draw(sb, new Point(0, 520)); break; case BMenuState.SEMI: menubg.Draw(sb, new Point(0, 436)); menu.Draw(sb); break; case BMenuState.ARMS: case BMenuState.SKILL: menubg.Draw(sb, new Point(0, 105)); menu.Draw(sb); skill.Draw(sb, new Point(17, 513)); break; case BMenuState.ITEM: menubg.Draw(sb, new Point(0, 105)); menu.Draw(sb); item.Draw(sb, new Point(130, 508)); break; } }
public void Draw(SpriteBatch spriteBatch, int points, int coins, int zone, int level, int time, WorldState state) { spriteBatch.Begin(); spriteBatch.DrawString(Fonts.CourierNew, "Mario", marioPos, Color.White); String strPoints = points.ToString().PadLeft(6, '0'); spriteBatch.DrawString(Fonts.CourierNew, strPoints, pointsPos, Color.White); StaticSprite coin = new StaticSprite(Textures.Coin); coin.Draw(spriteBatch, coinPos, Color.White, 1.5f, true); String strCoins = "x" + coins.ToString().PadLeft(2, '0'); spriteBatch.DrawString(Fonts.CourierNew, strCoins, coinsPos, Color.White); spriteBatch.DrawString(Fonts.CourierNew, "World", worldPos, Color.White); String strLevel = zone.ToString() + "-" + level.ToString(); spriteBatch.DrawString(Fonts.CourierNew, strLevel, levelPos, Color.White); spriteBatch.DrawString(Fonts.CourierNew, "Time", timePos, Color.White); String strTimeLeft = (time / 30).ToString().PadLeft(3, '0'); spriteBatch.DrawString(Fonts.CourierNew, strTimeLeft, timeLeftPos, Color.White); if (state == WorldState.PAUSED) { spriteBatch.DrawString(Fonts.CourierNew, "Paused", pausedPos, Color.White); } spriteBatch.End(); }
public override void Draw(GameTime gameTime) { lhg.GraphicsDevice.Clear(Color.Black); lhg.MySpriteBatch.Begin(); background.Draw(gameTime); playerHUD.Draw(gameTime); lhg.MySpriteBatch.End(); //the SpriteBatch added below to draw the current technique name //is changing some needed render states, so they are reset here. lhg.GraphicsDevice.DepthStencilState = DepthStencilState.Default; //draw the reference grid so it's easier to get our bearings grid.Draw(); base.Draw(gameTime); }
public override void Draw(GameTime gameTime) { spriteBatch.DrawString(font, copyrightInfo, new Vector2(300, 3), Color.Yellow); if (playerSprite != null) { playerSprite.Draw(gameTime); } int j = 0; spriteBatch.DrawString(font, playerName, new Vector2(xOffset + 5, yOffset + font.LineSpacing * (j)), Color.Yellow); j++; spriteBatch.DrawString(font, actionPoints, new Vector2(xOffset + 5, yOffset + font.LineSpacing * (j)), Color.Yellow); j++; spriteBatch.DrawString(font, hitPoints, new Vector2(xOffset + 5, yOffset + font.LineSpacing * (j)), Color.Yellow); j++; base.Draw(gameTime); }
/// <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.Black); Resolution.BeginDraw(); spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.PointClamp, null, null, null, Resolution.getTransformationMatrix()); backdrop.Draw(spriteBatch); if (player.Mode != Player_Modes.MainMenu && player.Mode != Player_Modes.Tutorial && player.Mode != Player_Modes.ES_Passive && player.Mode != Player_Modes.ES_God && player.Mode != Player_Modes.ES_Death && player.Mode != Player_Modes.End_Screen) { terrain.Draw(spriteBatch); grid.Draw(spriteBatch, player.SelectedBuilding); architech.Draw(spriteBatch, player, grid); os.Draw(spriteBatch, player); wizard.Draw(spriteBatch); light.Draw(spriteBatch); } else if (player.Mode == Player_Modes.MainMenu || player.Mode == Player_Modes.Tutorial || player.Mode == Player_Modes.ES_Death || player.Mode == Player_Modes.ES_God || player.Mode == Player_Modes.ES_Passive || player.Mode == Player_Modes.End_Screen) { overlay_Screen.Draw(spriteBatch); } uiMaster.Draw(spriteBatch, player); player.Draw(spriteBatch); spriteBatch.End(); base.Draw(gameTime); }
/// <summary> /// Draws the room. /// </summary> /// <param name="sb">The SpriteBatch to draw with</param> public void Draw(SpriteBatch sb) { background.Draw(sb, new Point(-StaticVars.Camera.X, -StaticVars.Camera.Y)); }
public override void Draw(SpriteBatch sb) { sprite.Draw(sb, new Point(location.X - StaticVars.Camera.X, location.Y - StaticVars.Camera.Y)); }