/// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        public void DrawGame()
        {
            switch (mCurrentGameState)
            {
            case GameStates.StartScreen:
                if (mSplashScreen != null)
                {
                    mSplashScreen.Draw();
                }
                break;

            case GameStates.Playing:
                mEnvironment.Draw();
                mHero.Draw();
                FontSupport.PrintStatus("Distance: " + mDistantTraveled + "  Size: " + mHero.HeroSize, null);
                break;

            case GameStates.Dead:
                if (mGameOverScreen != null)
                {
                    mGameOverScreen.Draw();
                }
                break;
            }
        }
        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        public void DrawGame()
        {
            mHero.Draw();
            mArrow.Draw();

            FontSupport.PrintStatus("Arrow State: " + mArrow.ArrowState.ToString(), null);
        }
Exemplo n.º 3
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        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary
        public void DrawGame()
        {
            mBall.Draw();
            FontSupport.PrintStatusAt(mBall.Position, mBall.RotateAngleInRadin.ToString(), Color.Red);

            mUWBLogo.Draw();
            FontSupport.PrintStatusAt(mUWBLogo.Position, mUWBLogo.Position.ToString(), Color.Black);

            FontSupport.PrintStatus("A-Soccer B-logo Left Thumb:move RightThumb:Scale X/Y:Rotate", null);
        }
Exemplo n.º 4
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        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        public void DrawGame()
        {
            mRocket.Draw();
            mArrow.Draw();

            //print out text message to echo status
            FontSupport.PrintStatus("Rocket Speed(LeftThumb-Y)=" + mRocket.Speed + "  VelocityDirection(RightThumb-X):" + mRocket.VelocityDirection, null);

            FontSupport.PrintStatusAt(mRocket.Position, mRocket.Position.ToString(), Color.White);
        }
Exemplo n.º 5
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 /// <summary>
 /// This is called when the game should draw itself.
 /// </summary>
 public void DrawGame()
 {
     mRocket.Draw();
     mArrow.Draw();
     if (mChaser.HasValidTarget)
     {
         mChaser.Draw();
     }
     //print out text message to echo status
     FontSupport.PrintStatus("Chaser hit=" + mChaserHit + " Missed=" + mChaserMissed, null);
 }
Exemplo n.º 6
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        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary
        public void DrawGame()
        {
            mBall.Draw();
            FontSupport.PrintStatusAt(mBall.Position, mBall.RotateAngleInRadian.ToString(), Color.Red);

            mUWBLogo.Draw();
            FontSupport.PrintStatusAt(mUWBLogo.Position, mUWBLogo.Position.ToString(), Color.Black);

            // Print out text message to echo status
            FontSupport.PrintStatus("A-Soccer B-Logo LeftThumb:Move RightThumb:Scale X/Y:Rotate", null);
        }
        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        public void DrawGame()
        {
            mFlower.Draw();
            foreach (var p in mPlane)
            {
                p.Draw();
            }
            mHero.Draw();

            FontSupport.PrintStatus("Collisions Bound(" +
                                    mHeroBoundCollision + ") Pixel(" +
                                    mHeroPixelCollision + ")", null);
        }
Exemplo n.º 8
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        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        public void DrawGame()
        {
            mLargeFlower.Draw();
            mSmallTarget.Draw();

            // Print out text messsage to echo status
            FontSupport.PrintStatus("Primitive Collide=" + mPrimitiveCollide + "   PixelCollide=" + mPixelCollide, null);
            FontSupport.PrintStatusAt(mSmallTarget.Position, mSmallTarget.Position.ToString(), Color.Red);

            if (mPixelCollide)
            {
                mCollidePosition.Draw();
            }
        }
Exemplo n.º 9
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        /// <summary>
        /// Draws the game state
        /// </summary>
        public void DrawGame()
        {
            mRocket.Draw();
            if (mNetInFlight)
            {
                mNet.Draw();
            }

            if (mInsectPreset)
            {
                mInsect.Draw();
            }

            //print out text message to echo status
            FontSupport.PrintStatus("Num insects netted = " + mNumInsectShot + " Num missed = " + mNumMissed, null);
        }
Exemplo n.º 10
0
Arquivo: Game1.cs Projeto: Metlina/dev
        /// <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)
        {
            // Clear to background color
            GraphicsDevice.Clear(Color.CornflowerBlue);

            Game1.sSpriteBatch.Begin(); // Initialize drawing support

            mUWBLogo.Draw();
            mBall.Draw();

            //print out text message to echo status
            FontSupport.PrintStatus("Ball position:" + mBall.Position, null);
            FontSupport.PrintStatusAt(mUWBLogo.Position, mUWBLogo.Position.ToString(), Color.White);
            FontSupport.PrintStatusAt(mBall.Position, "Radius " + mBall.Radius, Color.Red);

            Game1.sSpriteBatch.End(); // Inform graphics system we are done drawing

            base.Draw(gameTime);
        }
Exemplo n.º 11
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        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary
        public void DrawGame()
        {
            // Drawing the vectors
            Vector2 v = mPb.Position - mPa.Position;    // Vector V is from Pa to Pb

            // Draw Vector-V at Pa, and Px
            ShowVector.DrawFromTo(mPa.Position, mPb.Position);
            ShowVector.DrawPointVector(mPx.Position, v);

            // Draw VectorAtY at Py
            ShowVector.DrawPointVector(mPy.Position, mVectorAtPy);

            mPa.Draw();
            mPb.Draw();
            mPx.Draw();
            mPy.Draw();

            // Print out text message to echo status
            FontSupport.PrintStatus("Locator Positions: A=" + mPa.Position + "  B=" + mPb.Position, null);
        }
Exemplo n.º 12
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        /// <summary>
        /// Iterate through all visible game object and draw them
        /// </summary>
        public void DrawGame()
        {
            mHero.Draw();

            foreach (BasketBall b in mBBallList)
            {
                b.Draw();
            }

            if (null != mFinal)
            {
                mFinal.Draw();
            }

            // Drawn last to always show up on top
            FontSupport.PrintStatus("Status: " +
                                    "Score=" + mScore +
                                    " Basketball: Generated( " + mTotalBBallCreated +
                                    ") Collected(" + mBBallHit + ") Missed(" + mBBallMissed + ")", null);
        }
Exemplo n.º 13
0
Arquivo: Game1.cs Projeto: Metlina/dev
        /// <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)
        {
            // Clear to background color
            GraphicsDevice.Clear(Color.CornflowerBlue);

            Game1.sSpriteBatch.Begin(); // Initialize drawing support

            // Loop over and draw each primitive
            foreach (TexturedPrimitive p in mGraphicsObjects)
            {
                p.Draw();
            }

            //print out text message to echo status
            FontSupport.PrintStatus("Selected object is :" + mCurrentIndex + " Location=" + mGraphicsObjects[mCurrentIndex].Position, null);
            FontSupport.PrintStatusAt(mGraphicsObjects[mCurrentIndex].Position, "Selected", Color.Violet);

            Game1.sSpriteBatch.End(); // inform graphics system we are done drawing

            base.Draw(gameTime);
        }
Exemplo n.º 14
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        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        public void DrawGame()
        {
            chao.Draw();
            Redes.Draw();
            mFlower.Draw();
            EntradaEdificio.Draw();
            foreach (var p in mPlane)
            {
                p.Draw();
            }
            mHero.Draw();

            if (mHeroPixelCollision)
            {
                mHeroTarget.Draw();
            }

            FontSupport.PrintStatus("Collisions Bound(" +
                                    mHeroBoundCollision + ") Pixel(" +
                                    mHeroPixelCollision + ")", null);
        }
Exemplo n.º 15
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 /// <summary>
 /// This is called when the game should draw itself.
 /// </summary>
 /// <param name="gameTime">Provides a snapshot of timing values.</param>
 public void DrawGame()
 {
     mHero.Draw();
     mEnemies.DrawSet();
     FontSupport.PrintStatus("Caught=" + mNumCaught.ToString(), null);
 }