Exemplo n.º 1
0
        public override void Draw(GameTime gameTime)
        {
            const int ident = 5;
            int       DY    = 0;

            if (Death.Height < TQMG.ScrHeight)
            {
                DY = TQMG.ScrHeight - Death.Height;
            }
            TQMG.Color(0, 18, 25);
            TQMG.SetAlpha(255);
            TQMG.DrawRectangle(0, 0, TQMG.ScrWidth, TQMG.ScrHeight);
            TQMG.Color(0, 36, 50);
            Death.Draw(0, DY);
            TQMG.Color(255, 180, 100);
            SysFont.DrawText("OOPS!", ident, 0);
            TQMG.Color(255, 255, 0);
            SysFont.DrawText("You tried something we didn't think of!", 50, 25);
            TQMG.Color(0, 180, 255);
            SysFont.DrawText(sct, ident, 75);
            TQMG.Color(0, 200, 255);
            SysFont.DrawText(smsg, ident, 125);
            TQMG.Color(0, 220, 255);
            SysFont.DrawText(strace, ident, 250);
            TQMG.Color(0, 255, 255);
            SysFont.DrawText("Hit Escape to exit this application", 50, TQMG.ScrHeight - 30);
        }
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)
        {
            GraphicsDevice.Clear(Color.Fuchsia);
            if (Original != null)
            {
                Original.Draw(2, 2);
            }
            // TODO: Add your drawing code here

            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)
        {
            GraphicsDevice.Clear(Color.Black);

            spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, SamplerState.LinearWrap, null, null);
            // Stage

            Stage.DrawStage();

            // Mouse
            TQMG.Color(255, 255, 255); if (ms.X > 0 && ms.Y > 0)
            {
                MousePointer.Draw(ms.X, ms.Y);
            }

            spriteBatch.End();


            base.Draw(gameTime);
        }