Пример #1
0
        public void DrawL1(GameTime gameTime)
        {
            // now the user can actually play the game - this is level 1
            spriteBatch.Begin();
            background.Draw(spriteBatch);
            playerSprite.Draw(spriteBatch);
            yarnBalls.Draw(spriteBatch);

            // draw the bounding box if the user needs it
            if (showBB)
            {
                playerSprite.drawBB(spriteBatch, Color.Red);
            }

            spriteBatch.End();
        }
Пример #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);

            // TODO: Add your drawing code here
            spriteBatch.Begin();


            back1.Draw(spriteBatch);  //***
            grass1.Draw(spriteBatch);
            paddle.Draw(spriteBatch); //***
            enemyList.Draw(spriteBatch);
            ballList.Draw(spriteBatch);
            booms.Draw(spriteBatch);
            spriteBatch.DrawString(font, "Enemies Slain: " + score, new Vector2(rhs - 140, top + 10), Color.Black);

            if (showbb)
            {
                paddle.drawBB(spriteBatch, Color.Black);
                paddle.drawHS(spriteBatch, Color.Green);


                enemyList.drawInfo(spriteBatch, Color.Red, Color.Yellow);
                LineBatch.drawLineRectangle(spriteBatch, playArea, Color.Blue);
                ballList.drawInfo(spriteBatch, Color.Gray, Color.Green);
            }



            spriteBatch.End();


            base.Draw(gameTime);
        }
Пример #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.DeepSkyBlue);



            // TODO: Add your drawing code here
            spriteBatch.Begin();

            scrollBack.Draw(spriteBatch);
            scrollFore.Draw(spriteBatch);
            particleList.Draw(spriteBatch);
            spritePlayer.Draw(spriteBatch);
            enemyList.Draw(spriteBatch);
            playerBulletList.Draw(spriteBatch);
            textScore.Draw(spriteBatch);

            //enter to start text
            if (!startGame)
            {
                textStartGame.Draw(spriteBatch);
            }

            //display bounding boxes
            if (showbb)
            {
                spritePlayer.drawBB(spriteBatch, Color.Red);
                LineBatch.drawLineRectangle(spriteBatch, playArea, Color.Purple);
                enemyList.drawInfo(spriteBatch, Color.Red, Color.Blue);
                playerBulletList.drawInfo(spriteBatch, Color.Red, Color.Blue);
            }

            spriteBatch.End();
            base.Draw(gameTime);
        }
Пример #4
0
        public override void Draw(GameTime gameTime)
        {
            graphicsDevice.Clear(Color.DeepSkyBlue);



            // TODO: Add your drawing code here
            spriteBatch.Begin();



            scrollBack.colour = Color.Aqua;
            scrollBack.Draw(spriteBatch);
            scrollFore.Draw(spriteBatch);
            particleList.Draw(spriteBatch);
            player.Draw(spriteBatch);
            enemyList.Draw(spriteBatch);
            playerBulletList.Draw(spriteBatch);
            textScore.Draw(spriteBatch);


            //display bounding boxes
            if (Game1.showbb)
            {
                player.drawBB(spriteBatch, Color.Red);
                LineBatch.drawLineRectangle(spriteBatch, player.playArea, Color.Purple);
                enemyList.drawInfo(spriteBatch, Color.Red, Color.Blue);
                playerBulletList.drawInfo(spriteBatch, Color.Red, Color.Blue);
            }

            switch (levelState)
            {
            case LEVELSTATE.LEVELSTART:
                textVarious = new TextRenderable("LEVEL: " + level.ToString(), new Vector2(Game1.SCREEN_WIDTH / 2, Game1.SCREEN_HEIGHT / 2), spriteFont, Color.Red);
                textVarious.Draw(spriteBatch);
                textVarious = new TextRenderable("Enemies: " + enemyToSpawn.ToString(), new Vector2(Game1.SCREEN_WIDTH / 2, Game1.SCREEN_HEIGHT / 2 + 30), spriteFont, Color.Red);
                textVarious.Draw(spriteBatch);
                break;

            case LEVELSTATE.LEVELGAMEOVER:
                textVarious = new TextRenderable("GAME OVER", new Vector2(Game1.SCREEN_WIDTH / 2, Game1.SCREEN_HEIGHT / 2), spriteFont, Color.Red);
                textVarious.Draw(spriteBatch);
                textVarious = new TextRenderable("Press Q to go to menu.", new Vector2(Game1.SCREEN_WIDTH / 2, (Game1.SCREEN_HEIGHT / 2) + 30), spriteFont, Color.Red);
                textVarious.Draw(spriteBatch);
                break;

            case LEVELSTATE.LEVELFINISH:
                textVarious = new TextRenderable("LEVEL FINISHED", new Vector2(Game1.SCREEN_WIDTH / 2, Game1.SCREEN_HEIGHT / 2), spriteFont, Color.Red);
                textVarious.Draw(spriteBatch);
                textVarious = new TextRenderable("Press Enter to go to Next Level.", new Vector2(Game1.SCREEN_WIDTH / 2, Game1.SCREEN_HEIGHT / 2 + 30), spriteFont, Color.Red);
                textVarious.Draw(spriteBatch);
                break;
            }
            textLevel.Draw(spriteBatch);
            spriteBatch.End();
        }