public Form1() { InitializeComponent(); g = this.CreateGraphics(); blue = new SolidBrush(Color.Blue); yellow = new SolidBrush(Color.Yellow); red = new SolidBrush(Color.Red); white = new SolidBrush(Color.White); green = new SolidBrush(Color.Green); timer1.Enabled = true; timer1.Interval = 10; timer2.Enabled = true; timer2.Interval = 1; timer2.Enabled = false; timer2.Interval = 1000; //draw.Space(0, 0, this.Width, this.Height); // ship = new SpaceShip(492, 325); star.Draw(x1 - 450, y1 - 190); star.Draw(x1 - 100, y1 - 240); star.Draw(x1 + 150, y1 - 200); star.Draw(x1 + 380, y1 - 25); star.Draw(x1 + 270, y1 + 100); star.Draw(x1 + 364, y1 + 270); star.Draw(x1 - 120, y1 + 200); star.Draw(x1 - 430, y1 + 210); bul = new Bullet(); gun = new Gun(432, 325); asters.Draw(180, 200); asters.Draw(220, 450); asters.Draw(800, 170); asters.Draw(610, 510); label1.Text = "Level: 1 Score: 200 Live: ***"; }
/// <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(); //игра Background.Draw(spriteBatch); Player.Draw(spriteBatch); _asteroid1.Draw(spriteBatch); _asteroid2.Draw(spriteBatch); _asteroid3.Draw(spriteBatch); _asteroid4.Draw(spriteBatch); _asteroid5.Draw(spriteBatch); _bonusHeals.Draw(spriteBatch); spriteBatch.End(); base.Draw(gameTime); }