public override void Draw(GameTime gameTime) { float elapsedTime = (float)gameTime.ElapsedGameTime.TotalSeconds; for (int i = 0; i < enemies.Length; i++) { Enemy enemy = enemies[i]; if (enemy.Active) { cam.Draw(gameTime, "robot", spriteBatch, enemy.Position); } } 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) { graphics.GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); cam.Draw(gameTime, "enemy1", spriteBatch, new Vector2(50, 50)); cam.Draw(gameTime, "enemy2", spriteBatch, new Vector2(150, 75)); cam.Draw(gameTime, "enemy3", spriteBatch, new Vector2(70, 130)); cam.Draw(gameTime, "complex1", spriteBatch, new Vector2(400, 50)); cam.Draw(gameTime, "complex2", spriteBatch, new Vector2(400, 150)); cam.Draw(gameTime, "complex3", spriteBatch, new Vector2(400, 250)); cam.Draw(gameTime, "complex4", spriteBatch, new Vector2(400, 350)); spriteBatch.End(); 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) { graphics.GraphicsDevice.Clear(Color.Black); spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.Additive); cam.Draw(gameTime, "explosion", spriteBatch, new Vector2(32, 32)); cam.Draw(gameTime, "explosion2", spriteBatch, new Vector2(40, 40)); cam.Draw(gameTime, "explosion3", spriteBatch, new Vector2(64, 32)); cam.Draw(gameTime, "explosion4", spriteBatch, new Vector2(64, 64)); cam.Draw(gameTime, "explosion5", spriteBatch, new Vector2(28, 40)); cam.Draw(gameTime, "explosion6", spriteBatch, new Vector2(40, 64)); cam.Draw(gameTime, "bigexplosion", spriteBatch, new Vector2(150, 150)); spriteBatch.End(); base.Draw(gameTime); }
public override void Draw(GameTime gameTime) { switch (simpleGame.State) { case SimpleGame.GameState.Scene: { foreach (Explosion explosion in explosions.Values) { cam.Draw(gameTime, "explosion4", spriteBatch, explosion.Position); } break; } case SimpleGame.GameState.StartMenu: { //we can add our explosions to make our title page pop cam.Draw(gameTime, "explosion", spriteBatch, new Vector2(32, 32)); cam.Draw(gameTime, "explosion2", spriteBatch, new Vector2(40, 40)); cam.Draw(gameTime, "explosion3", spriteBatch, new Vector2(64, 32)); cam.Draw(gameTime, "explosion4", spriteBatch, new Vector2(64, 64)); cam.Draw(gameTime, "explosion5", spriteBatch, new Vector2(28, 40)); cam.Draw(gameTime, "explosion6", spriteBatch, new Vector2(40, 64)); cam.Draw(gameTime, "explosion", spriteBatch, new Vector2(432, 32)); cam.Draw(gameTime, "explosion2", spriteBatch, new Vector2(440, 40)); cam.Draw(gameTime, "explosion3", spriteBatch, new Vector2(464, 32)); cam.Draw(gameTime, "explosion4", spriteBatch, new Vector2(464, 64)); cam.Draw(gameTime, "explosion5", spriteBatch, new Vector2(428, 40)); cam.Draw(gameTime, "explosion6", spriteBatch, new Vector2(440, 64)); cam.Draw(gameTime, "bigexplosion", spriteBatch, new Vector2(250, 330)); break; } } base.Draw(gameTime); }
public override void Draw(GameTime gameTime) { cam.Draw(gameTime, CurrentAnimation, spriteBatch, Position); base.Draw(gameTime); }