/// <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); }
/// <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); }
public void Draw(GameTime gameTime) { if (currentAnimationList == null) { return; } currentAnimationList.Draw(gameTime, Position); }
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(); }
public override void Draw(SpriteBatch sb) { base.Draw(sb); listHitbox.Draw(sb); if (BaseLevel.showbb) { listHitbox.drawInfo(sb, Color.Blue, Color.Yellow); } }
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(); }
public override void Draw(GameTime gameTime) { graphicsDevice.Clear(Color.LightCoral); //implements a camera spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, null, null, null, null, cam.get_transformation(graphicsDevice)); //background here platformList.Draw(spriteBatch); enemyList.Draw(spriteBatch); sliceList.Draw(spriteBatch); particleList.Draw(spriteBatch); player.Draw(spriteBatch); if (showbb) { //enemyList.drawInfo(spriteBatch, Color.Red, Color.Yellow); sliceList.drawInfo(spriteBatch, Color.Red, Color.Yellow); player.drawBB(spriteBatch, Color.Red); platformList.drawInfo(spriteBatch, Color.Red, Color.Yellow); LineBatch.drawLineRectangle(spriteBatch, new Rectangle((int)PlayerSpawnPosition.X, (int)PlayerSpawnPosition.Y, 20, 20), Color.Black); LineBatch.drawLineRectangle(spriteBatch, OutOfBounds, Color.Red); } goal.Draw(spriteBatch); spriteBatch.End(); //DRAW UI STUFF HERE spriteBatch.Begin(); abilityIconDoubleJump.Draw(spriteBatch); abilityIconDash.Draw(spriteBatch); abilityIconSlice.Draw(spriteBatch); TextRenderable score = new TextRenderable("SCORE: " + Game1.TimeScore.ToString(), new Vector2(100, 100), MenuScreen.menuFont, Color.Black); score.Draw(spriteBatch); //spriteBatch.Draw(texMouseCursor, new Vector2(InputManager.Instance.GetMousePositionX(), InputManager.Instance.GetMousePositionY()), Color.White); spriteBatch.Draw(texMouseCursor, null, new Rectangle(InputManager.Instance.GetMousePositionX(), InputManager.Instance.GetMousePositionY(), 30, 30), null, null, 0, null, Color.White, SpriteEffects.FlipHorizontally, 0); spriteBatch.End(); }
public override void Draw(GameTime gameTime) { Vector2 middleScreen = new Vector2(Game1.SCREEN_WIDTH / 2, Game1.SCREEN_HEIGHT / 2); spriteBatch.Begin(); textRenderable = new TextRenderable(titleString, middleScreen + new Vector2(0, -100), titleFont, Color.White); textRenderable.Draw(spriteBatch); for (int i = 0; i < menuStrings.Count; i++) { textRenderable = new TextRenderable(menuStrings[i], middleScreen + new Vector2(0, i * 50), menuFont, Color.White); textRenderable.Draw(spriteBatch); } textRenderable = new TextRenderable("HIGHSCORES", middleScreen + new Vector2(-300, -50), menuFont, Color.White); textRenderable.Draw(spriteBatch); for (int i = 0; i < 5; i++) { textRenderable = new TextRenderable((i + 1).ToString() + ". " + Game1.Scores[i].ToString(), middleScreen + new Vector2(-300, i * 50), menuFont, Color.White); textRenderable.Draw(spriteBatch); } if (unlockChallengeMode == true) { textRenderable = new TextRenderable("CHALLENGE HIGHSCORES", middleScreen + new Vector2(300, -50), menuFont, Color.Red); textRenderable.Draw(spriteBatch); for (int i = 0; i < 5; i++) { textRenderable = new TextRenderable((i + 1).ToString() + ". " + Game1.ChallengeScores[i].ToString(), middleScreen + new Vector2(300, i * 50), menuFont, Color.Red); textRenderable.Draw(spriteBatch); } } selector.Position = middleScreen + new Vector2(200, menuSelector * 50 - selector.getWidth() / 2); selector.Draw(spriteBatch); particleList.Draw(spriteBatch); sliceList.Draw(spriteBatch); 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) { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); back1.Draw(spriteBatch); //*** paddle.Draw(spriteBatch); //*** ball.Draw(spriteBatch); sl.Draw(spriteBatch); if (showbb) { paddle.drawBB(spriteBatch, Color.Black); paddle.drawHS(spriteBatch, Color.Green); ball.drawInfo(spriteBatch, Color.Gray, Color.Green); sl.drawInfo(spriteBatch, Color.Brown, Color.Aqua); LineBatch.drawLineRectangle(spriteBatch, playArea, Color.Blue); } spriteBatch.End(); // TODO: Add your drawing code here base.Draw(gameTime); }
public void Draw(Graphics g) { _sprite.SetPosition(120, Direction * Height); _sprite.Draw(g, X, Y); }
public void Draw(Graphics g) { _sprite.Draw(g, X, Y); }
/// <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); //All the elements that are displayed on screen are drawn here switch (level) { case 1: spriteBatch.Begin(transformMatrix: mainCamera.Transform); worldMap.Draw(spriteBatch); spriteBatch.DrawString(font, "Current position: " + curPos, new Vector2(horse.getPosX() - 200, horse.getPosY() - 200), Color.White); //horse.Draw(spriteBatch); horseRun.Draw(spriteBatch); spriteBatch.End(); break; default: spriteBatch.Begin(); scrolling1.Draw(spriteBatch); scrolling2.Draw(spriteBatch); enemies.Draw(spriteBatch); horseRun.Draw(spriteBatch); bloodSplat.Draw(spriteBatch); //arrow.Draw(spriteBatch); quiver.Draw(spriteBatch); goldBanner.Draw(spriteBatch); spriteBatch.DrawString(font, "Gold: " + score, new Vector2(30, 20), Color.Black); //This is the start screen that goes away once player presses the enter key if (!started) { startBanner.Draw(spriteBatch); switch (difficulty) { case 1: spriteBatch.DrawString(difficultySelectText, "Current difficulty: Easy", new Vector2(10, 500), Color.Black); break; case 2: spriteBatch.DrawString(difficultySelectText, "Current difficulty: Medium", new Vector2(10, 500), Color.Black); break; case 3: spriteBatch.DrawString(difficultySelectText, "Current difficulty: Hard", new Vector2(10, 500), Color.Black); break; default: spriteBatch.DrawString(difficultySelectText, "Current difficulty: Easy", new Vector2(10, 500), Color.Black); break; } spriteBatch.DrawString(difficultySelectText, "Click 1, 2 or 3 to assign difficulty. 1 = easy | 2 = medium | 3 = hard" + Environment.NewLine, new Vector2(10, 560), Color.Black); } //This displays some basic instructions for the player if (textFadeTimer < 3 && started) { spriteBatch.DrawString(directions, "< : slow down | > : speed up " + Environment.NewLine + "^ : move up | v : move down" + Environment.NewLine + "spacebar : shoot arrow", new Vector2(400, 10), Color.Black); } //When player dies text and a book appear on screen if (gameOver && deathTimer > 1) { book.Draw(spriteBatch); } //Bounding boxes for player, enemies, arrows and the play area if (showbb) { enemies.drawInfo(spriteBatch, Color.Red, Color.DarkRed); horse.drawBB(spriteBatch, Color.Black); //horse.drawHS(spriteBatch, Color.Green); //don't know if this is required for assessment or not quiver.drawInfo(spriteBatch, Color.Brown, Color.SandyBrown); LineBatch.drawLineRectangle(spriteBatch, playArea, Color.Blue); } spriteBatch.End(); break; } ; base.Draw(gameTime); }
public override void Draw(GameTime gameTime) { _switch.Draw(gameTime, new Vector2(Position.X + Font.Width + 5, Position.Y)); Font.Draw(gameTime); base.Draw(gameTime); }
public void Draw(GameTime gameTime, Color WorldColor) { animation.Color = WorldColor; animation.Draw(gameTime, Position); }
public override void Draw(GameTime gameTime) { if (score >= 300) { status = "NEXT LEVEL!"; } else { status = "Missile Left: " + missileCount; } graphicsDevice.Clear(Color.Aqua); spriteBatch.Begin(); Dir.background.Draw(spriteBatch); player.draw(spriteBatch); enemyList.Draw(spriteBatch); missileSmoke.Draw(spriteBatch); spriteBatch.DrawString(scoreFont, "Score: " + score + "/300", new Vector2(20, 20), Color.Black); // Draw Score on top left spriteBatch.DrawString(scoreFont, status, new Vector2(1100, 20), Color.Black); // Draw missile count if (drawMissile == true && missileCount != 0) { missile.draw(spriteBatch); missile.setPosY(missile.getPosY() - 3); missileSmoke.sysPos = new Vector2(missile.getPosX() + missile.getWidth() / 2, missile.getPosY() + missile.getHeight()); } if (collision1 == true) { drawMissile = false; drawExplosion(currXMissile, currYMissile); enemy1.setPos(Dir.rnd.Next(-400, -250), Dir.rnd.Next(200, 700)); if (explostionTimer == 110) { collision1 = false; score += 50; explostionTimer = 0; missileSmoke.deActivate(); } } if (collision2 == true) { drawMissile = false; drawExplosion(currXMissile, currYMissile); enemy2.setPos(Dir.rnd.Next(-400, -250), Dir.rnd.Next(200, 700)); if (explostionTimer == 80) { score += 100; collision2 = false; explostionTimer = 0; missileSmoke.deActivate(); } } if (collision3 == true) { drawMissile = false; drawExplosion(currXMissile, currYMissile); enemy3.setPos(Dir.rnd.Next(-400, -250), Dir.rnd.Next(200, 700)); if (explostionTimer == 80) { score += 50; collision3 = false; explostionTimer = 0; missileSmoke.deActivate(); } } if (showBoundary) { //LineBatch.drawLineRectangle(spriteBatch, new Rectangle(1, 0, rightBoundary+4, bottomBoundary), Color.Blue); player.drawInfo(spriteBatch, Color.Yellow, Color.Red); missile.drawInfo(spriteBatch, Color.Black, Color.Red); enemyList.drawInfo(spriteBatch, Color.Yellow, Color.Purple); } spriteBatch.End(); }