Пример #1
0
 public PlayingScene(Game game, Texture2D cross, Texture2D HUD)
     : base(game)
 {
     crossHair = cross;
     middle    = new Vector2(base.Game.GraphicsDevice.Viewport.Width / 2 - 25,
                             base.Game.GraphicsDevice.Viewport.Height / 2 - 25);
     //Components.Add(new ImageComponent(game, HUD, ImageComponent.DrawMode.Stretch));
     spriteBatch = (SpriteBatch)Game.Services.GetService(
         typeof(SpriteBatch));
     DebugShapeRenderer.Initialize(base.Game.GraphicsDevice);
     LoadModels();
     g          = game;
     hitCount   = 0;
     deathCount = 0;
 }
Пример #2
0
        public override void Draw(GameTime gameTime)
        {
            String s = "";

            time = (float)((gameTime.TotalGameTime.TotalMilliseconds / 2000) % 2 * Math.PI);
            base.Game.GraphicsDevice.Clear(ClearOptions.Target | ClearOptions.DepthBuffer, Color.Black, 1.0f, 0);
            DrawSkySphere();
            base.Game.GraphicsDevice.DepthStencilState = DepthStencilState.Default; //Polygon culling

            level.DrawLevel();

            s = DrawPlayers(s);

            Globals.blood.draw();                                                           //rita ut blodsplatter

            base.Game.GraphicsDevice.Clear(ClearOptions.DepthBuffer, Color.Black, 1.0f, 0); //Rensar djupet i bilden
            DebugShapeRenderer.Draw(gameTime, Globals.player.camera.view, Globals.player.camera.projection);
            if (!Globals.player.alive)
            {
                spriteBatch.DrawString(Globals.deathFont, Globals.s, new Vector2(Constants.SCRWIDTH / 2 - 320, Constants.SCRHEIGHT / 3), Color.White);
            }

            spriteBatch.End();
            spriteBatch.Begin();

            Globals.muzzleflash.draw();

            spriteBatch.End();
            spriteBatch.Begin();

            base.Game.GraphicsDevice.DepthStencilState = DepthStencilState.Default; //Polygon culling
            if (Globals.player.alive)
            {
                Globals.player.rifle.DrawGun(time);
                Globals.hud.DrawHUD();
                spriteBatch.Draw(crossHair, middle, Color.Cyan);
            }
            spriteBatch.Draw(Globals.gotHitTexture, new Rectangle(0, 0, Constants.SCRWIDTH, Constants.SCRHEIGHT), Color.White * alpha);
            Globals.player.hitMe = false;

            base.Draw(gameTime);
        }