public void Draw(SpriteBatch spriteBatch) { // Draws the jug spriteBatch.Draw(Game1.milkshakeImg, Jug.Rec, Color.White); // Draws the progress bar spriteBatch.Draw(Game1.blankRecImg, Hud.CreateBar(DistanceTravelled, DistanceNeeded, 10, 40, Globals.ScreenWidth - 10, 20), Color.Blue); }
public static void Draw(SpriteBatch spriteBatch) { // Bar indicating the amount of time left spriteBatch.Draw(Game1.blankRecImg, CreateBar(Globals.GameDuration.Timer, Globals.GameDuration.Duration, 10, 10, Globals.ScreenWidth - 20, 20), Color.Orange); switch (Globals.Minigame) { case Globals.LUCKY_DAY: { // Draws the bar showing the player's coins collected spriteBatch.Draw(Game1.blankRecImg, Hud.CreateBar(Game1.luckyDay.Collected, Game1.luckyDay.Goal, 10, 40, Globals.ScreenWidth - 20, 20), Color.Blue); break; } case Globals.MILKSHAKER: { // Draws the progress bar spriteBatch.Draw(Game1.blankRecImg, Hud.CreateBar(Game1.milkshaker.DistanceTravelled, Game1.milkshaker.DistanceNeeded, 10, 40, Globals.ScreenWidth - 20, 20), Color.Blue); break; } } // If the player is not in practice mode, the other UI elements are drawn (score and health) if (!Globals.Practice) { spriteBatch.DrawString(Game1.bigFont, Convert.ToString(Globals.Score), new Vector2(10, Globals.ScreenHeight - 100), Color.Black); for (int i = 0; i < Globals.Health; i++) { spriteBatch.Draw(Game1.heartImg, new Rectangle(Globals.ScreenWidth - 60 - (i * 70), Globals.ScreenHeight - 60, 50, 50), Color.White); } } }