Пример #1
0
        /// <summary>
        /// Draws the gameplay screen.
        /// </summary>
        public override void Draw(GameTime gameTime)
        {
            // draw the background as blakc
            ScreenManager.GraphicsDevice.Clear(ClearOptions.Target,
                                               Color.Black, 0, 0);


            SpriteBatch spriteBatch = ScreenManager.SpriteBatch;

            spriteBatch.Begin();
            //draws each brick
            foreach (Bricks brick in bricks)
            {
                brick.Draw(spriteBatch);
            }
            //draw the players lives and scores at the top of the screen
            spriteBatch.DrawString(gameFont, "Player 1 Lives: " + p1lives.ToString(), new Vector2(10, 0), Color.Blue);
            spriteBatch.DrawString(gameFont, "Player 1 Score: " + p1score.ToString(), new Vector2(350, 0), Color.Blue);
            spriteBatch.DrawString(gameFont, "Player 2 Lives: " + p2lives.ToString(), new Vector2(700, 0), Color.Pink);
            spriteBatch.DrawString(gameFont, "Player 2 Score: " + p2score.ToString(), new Vector2(1050, 0), Color.Pink);
            //checks which player has one the game if its p2 display p2 score and that p2 has one
            if (p1lives == 0 || p2lives == 0 && p2score > p1score)
            {
                spriteBatch.DrawString(gameFont, "GAME OVER P2 Wins", new Vector2(255, 300), Color.HotPink, MathHelper.ToRadians(0), new Vector2(0, 0), 3.5f, SpriteEffects.None, 0);
                spriteBatch.DrawString(gameFont, "Score: " + p2score, new Vector2(255, 400), Color.HotPink, MathHelper.ToRadians(0), new Vector2(0, 0), 3.5f, SpriteEffects.None, 0);
            }
            if (p1lives == 0 || p2lives == 0 && p1score > p2score)
            {
                spriteBatch.DrawString(gameFont, "GAME OVER P1 Wins", new Vector2(255, 300), Color.HotPink, MathHelper.ToRadians(0), new Vector2(0, 0), 3.5f, SpriteEffects.None, 0);
                spriteBatch.DrawString(gameFont, "Score: " + p1score, new Vector2(255, 400), Color.HotPink, MathHelper.ToRadians(0), new Vector2(0, 0), 3.5f, SpriteEffects.None, 0);
            }
            //draw the bats and ball
            P1bat.Draw(spriteBatch, Color.Red);
            P2bat.Draw(spriteBatch, Color.Blue);
            ball.Draw(spriteBatch);

            spriteBatch.End();

            // If the game is transitioning on or off, fade it out to black.
            if (TransitionPosition > 0 || pauseAlpha > 0)
            {
                float alpha = MathHelper.Lerp(1f - TransitionAlpha, 1f, pauseAlpha / 2);

                ScreenManager.FadeBackBufferToBlack(alpha);
            }
        }
Пример #2
0
        /// <summary>
        /// Draws the gameplay screen.
        /// </summary>
        public override void Draw(GameTime gameTime)
        {
            //draws a white background
            ScreenManager.GraphicsDevice.Clear(ClearOptions.Target,
                                               Color.Black, 0, 0);


            SpriteBatch spriteBatch = ScreenManager.SpriteBatch;

            spriteBatch.Begin();
            //draw each brick
            foreach (Bricks brick in bricks)
            {
                brick.Draw(spriteBatch);
            }
            //draw the lives and score at the top of the screen
            spriteBatch.DrawString(gameFont, "Lives: " + lives.ToString(), new Vector2(10, 0), Color.Blue);
            spriteBatch.DrawString(gameFont, "Score: " + score.ToString(), new Vector2(170, 0), Color.Blue);
            // if the lives are =0 then draw gamemover and tell teh user their score
            if (lives == 0)
            {
                spriteBatch.DrawString(gameFont, "GAME OVER", new Vector2(255, 300), Color.HotPink, MathHelper.ToRadians(0), new Vector2(0, 0), 3.5f, SpriteEffects.None, 0);
                spriteBatch.DrawString(gameFont, "Score: " + score, new Vector2(255, 400), Color.HotPink, MathHelper.ToRadians(0), new Vector2(0, 0), 3.5f, SpriteEffects.None, 0);
            }
            //draw the bats and ball
            P1bat.Draw(spriteBatch, Color.Red);
            P2bat.Draw(spriteBatch, Color.Blue);
            ball.Draw(spriteBatch);

            spriteBatch.End();

            // If the game is transitioning on or off, fade it out to black.
            if (TransitionPosition > 0 || pauseAlpha > 0)
            {
                float alpha = MathHelper.Lerp(1f - TransitionAlpha, 1f, pauseAlpha / 2);

                ScreenManager.FadeBackBufferToBlack(alpha);
            }
        }