Exemplo n.º 1
0
 private void GameLoop(object sender, EventArgs e)
 {
     paddle.Move();
     ball.Move();
     ball.Draw();
     paddle.Draw();
     DrawAndMoveBonuses();
 }
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.CornflowerBlue);

            paddle.Draw();
            // TODO: Add your drawing code here
            wall.Draw();
            ball.Draw();
            base.Draw(gameTime);
        }
Exemplo n.º 3
0
        public override void Draw(Graphics g)
        {
            g.DrawImage(this.background, new Point(0, 0));

            player.Draw(g);
            ball.Draw(g);
            blockManager.Draw(g);
            score.Draw(g, "Score:");
            highScore.Draw(g, "HighScore:");
        }
Exemplo n.º 4
0
 public void Draw(SpriteBatch spriteBatch)
 {
     if (visible)
     {
         spriteBatch.Draw(Rect, new Rectangle(game.X0, game.Y0, game.Width, game.Height), Color.White);
         paddle.Draw(spriteBatch);
         ball.Draw(spriteBatch);
         level.Draw(spriteBatch);
     }
 }
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.Black);

            // TODO: Add your drawing code here
            spriteBatch.Begin();
            paddle.Draw();
            wall.Draw();
            gameBorder.Draw();
            if (ball.Visible)
            {
                bool inPlay = ball.Move(wall, paddle);
                if (inPlay)
                {
                    ball.Draw();
                }
                else
                {
                    ballsRemaining--;
                    readyToServeBall = true;
                }
            }

            staticBall.Draw();

            string  scoreMsg = "Score: " + ball.Score.ToString("00000");
            Vector2 space    = gameContent.labelFont.MeasureString(scoreMsg);

            spriteBatch.DrawString(gameContent.labelFont, scoreMsg, new Vector2((screenWidth - space.X) / 2, screenHeight - 40), Color.White);
            if (ball.bricksCleared >= 70)
            {
                ball.Visible       = false;
                ball.bricksCleared = 0;
                wall             = new Wall(1, 50, spriteBatch, gameContent);
                readyToServeBall = true;
            }
            if (readyToServeBall)
            {
                if (ballsRemaining > 0)
                {
                    string  startMsg   = "Press <Space> or Click Mouse to Start";
                    Vector2 startSpace = gameContent.labelFont.MeasureString(startMsg);
                    spriteBatch.DrawString(gameContent.labelFont, startMsg, new Vector2((screenWidth - startSpace.X) / 2, screenHeight / 2), Color.White);
                }
                else
                {
                    string  endMsg   = "Game Over";
                    Vector2 endSpace = gameContent.labelFont.MeasureString(endMsg);
                    spriteBatch.DrawString(gameContent.labelFont, endMsg, new Vector2((screenWidth - endSpace.X) / 2, screenHeight / 2), Color.White);
                }
            }
            spriteBatch.DrawString(gameContent.labelFont, ballsRemaining.ToString(), new Vector2(40, 10), Color.White);
            spriteBatch.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)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            //Draw Background
            spriteBatch.Begin(SpriteSortMode.FrontToBack, BlendState.Opaque, SamplerState.LinearWrap,
                              DepthStencilState.Default, RasterizerState.CullNone);
            spriteBatch.Draw(gameBackground, GameArea, backgroundRectangle, Color.White);
            spriteBatch.End();

            //Other stuff
            spriteBatch.Begin();
            Player.Draw(spriteBatch);
            Cells.Draw(spriteBatch);
            Ball.Draw(spriteBatch);
            hud.Draw(spriteBatch);


            spriteBatch.End();

            base.Draw(gameTime);
        }