public void Draw() { BG.Draw(); Road.Draw(); Obstacles.ForEach(o => o.Draw()); Player.Draw(); Foreground.Draw(); if (Paused && !lost) { Util.DrawText("Press SPACE to jump!", new Vector2(150, 20)); } if (lost) { if (highScore) { Util.DrawText("NEW HIGH SCORE: " + score.ToString(), new Vector2(150, 20)); } else { Util.DrawText("Final score: " + score.ToString(), new Vector2(150, 20)); } } DrawScore(); }
//绘制游戏对象 public void Draw(Graphics g) { BG.Draw(g); life.Draw(g); list_UI.Draw(g); if (boss_UI != null) { boss_UI.Draw(g); } }
public void Draw(SpriteBatch SBatch) { foreach (Sprite BG in HorizontalList) { BG.Draw(SBatch); } #region LaterCode /*foreach (Sprite BG in VerticalList) * { * BG.Draw(SBatch); * }*/ #endregion }
/// <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(); // All the sprites BG.Draw(spriteBatch, this.Content); if (MyGameControl.GameState == GameControl.Gstate.Game) { CurrentRoom.DrawRoom(spriteBatch, this.Content); //Door.Draw(spriteBatch, this.Content); MyGameControl.Draw(spriteBatch, this.Content); HUD1.DrawHUD(spriteBatch, this.Content); SettingsButton.Draw(spriteBatch, this.Content); if (CurrentRoom.getIntegerForm() == MyGameControl.MyMap.getWumpusRoom()) { MyGameControl.MyWumpus.Draw(spriteBatch, this.Content); } } else if (MyGameControl.GameState == GameControl.Gstate.Menu) { MyMenu.Draw(spriteBatch, this.Content); } // Debugging purposes: Text drawing DrawText(); // And, of course, the cursor if (KBState.IsKeyDown(Keys.A)) { CursorRight.AssetName = "ScreenPointers\\AnimatedCursor16"; CursorRight.DrawAnimated(spriteBatch, this.Content); } else { CursorRight.AssetName = "ScreenPointers\\cursor2"; CursorRight.Draw(spriteBatch, this.Content); } spriteBatch.End(); base.Draw(gameTime); }
public void Draw(Graphics g) //绘制 { BG.Draw(g); //绘制背景 PP.Draw(g); //绘制玩家飞机 for (int i = 0; i < listPlayerBullet.Count; i++) //把集合中的每一发子弹绘制出来 { listPlayerBullet[i].Draw(g); } for (int i = 0; i < listplaneEnemies.Count; i++)//绘制敌人飞机 { listplaneEnemies[i].Draw(g); } for (int i = 0; i < listenemyExplosions.Count; i++)//绘制敌人爆炸 { listenemyExplosions[i].Draw(g); } for (int i = 0; i < listenemyBullets.Count; i++)//绘制敌人子弹 { listenemyBullets[i].Draw(g); } for (int i = 0; i < listplayerExplosions.Count; i++) { listplayerExplosions[i].Draw(g); } DrawScore(g);//绘制分数 for (int i = 0; i < listSupllies.Count; i++) { listSupllies[i].Draw(g); } for (int i = 0; i < listRocks.Count; i++) { listRocks[i].Draw(g); } for (int i = 0; i < listplayerSkill.Count; i++) { listplayerSkill[i].Draw(g); } }
public override void Draw(SpriteBatch spriteBatch) { BG.Draw(spriteBatch); mPlayer.Draw(spriteBatch); }
public void Draw(SpriteBatch spriteBatch) { BG.Draw(spriteBatch); spriteBatch.Draw(AssetManager.Sprites["Outline"], new Rectangle(64, 64, 192, 192), Color.White); }