public override void Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch a_spriteBatch) { if (m_isPaused) { m_gameView.DrawPauseMenu(a_spriteBatch, m_camera); } else if (m_levelComplete) { if (m_currentLevel == CurrentLevel.END) { m_gameView.RenderGameWonScreen(a_spriteBatch, m_camera); } else { m_gameView.RenderLevelCompleteScreen(a_spriteBatch, m_camera); } } else if (m_gameModel.IsPlayerDead() && m_deathAnimationTimer > m_deathAnimationEnd) { m_gameView.RenderDeathScreen(a_spriteBatch, m_camera); } else { m_gameView.DrawLevel(m_level, m_gameModel.GetPlayerTextureSize(), a_spriteBatch, m_gameModel.GetPlayerPos(), m_camera); } if (m_particles != null) { m_particles.Draw(a_spriteBatch, m_camera); } base.Draw(a_spriteBatch); }
public void Draw(SpriteBatch spriteBatch, float seconds) { gameSeconds += seconds; if (gameSeconds > 3f) { InitiateParticleSystem(); gameSeconds = 0; } splitterSystem.Update(seconds); spriteBatch.Begin(); spriteBatch.Draw(level, camera.GetGameWindow(), Color.Black); splitterSystem.Draw(spriteBatch, camera, sprite); spriteBatch.End(); }
/// <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) { Rectangle titleSafeRectangle = GraphicsDevice.Viewport.TitleSafeArea; //Ritar ut bakgrundsbild och en ram omkring den innan jag ritar ut bollen ballView.DrawLevel(backgroundTexture, titleSafeRectangle, frame, Color.Black, pixel); // Här ritas bollen ut ovanpå bakgrunden ballView.DrawBall(ballSimulation); shockwave.Draw(spriteBatch, (float)gameTime.ElapsedGameTime.TotalSeconds); splitterSystem.Draw(spriteBatch, particleTexture); explosion.Draw(spriteBatch, (float)gameTime.ElapsedGameTime.TotalSeconds); base.Draw(gameTime); }