示例#1
0
        /// <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.Wheat);

            myGraphicsObject.BeginWorld();
            backGround.Draw(gameTime, myGraphicsObject);
            myGraphicsObject.End();

            this.GameObjectCollection.Draw(gameTime, this.GraphicsObject);
        }
示例#2
0
        public void Draw()
        {
            if (!testplay)
            {
                file.Play("Content\\intro.wav", SoundType.Sound);
                testplay = true;
            }
            bg.Draw();

            eff.Draw();
        }
示例#3
0
        protected override void Draw(GameTime gameTime)
        {
            switch (currentGameState)
            {
            case GameState.Menu:
                GraphicsDevice.Clear(Color.Black);
                spriteBatch.Begin();
                menu.drawMe(spriteBatch);
                spriteBatch.End();
                break;

            case GameState.Load:
                GraphicsDevice.Clear(Color.Black);
                spriteBatch.Begin();
                lblLoading.drawMe(spriteBatch);
                spriteBatch.End();
                break;

            case GameState.Play:
                spriteBatch.Begin();
                backGround.Draw(spriteBatch);
                spriteBatch.End();

                spriteBatch.Begin(SpriteSortMode.Deferred,
                                  BlendState.AlphaBlend,
                                  null, null, null, null,
                                  gameManager.Camera.Transform);

                gameManager.drawMe(spriteBatch, sessionManager);

                spriteBatch.End();



                spriteBatch.Begin();
                gameInterface.drawMe(spriteBatch, gameManager);

#if DEBUG
                spriteBatch.DrawString(gameManager.GameWorld.AssetManager.FontLib["DebugFont"], graphics.PreferredBackBufferWidth + "x" + graphics.PreferredBackBufferHeight
                                       + "\nFPS:" + (int)(1 / gameTime.ElapsedGameTime.TotalSeconds), Vector2.Zero, Color.White);
#endif
                spriteBatch.End();


                break;
            }

            base.Draw(gameTime);
        }
示例#4
0
        public override void Draw(GameTime gameTime)
        {
            if (levelHander.GetGameState == GameLevelHandler.GameState.PLAY)
            {
                octreeWorld.GetOctree().ModelsDrawn = 0;
                explosionHandler.Draw(gameTime, camera);
                BoundingFrustum cameraFrustrum = new BoundingFrustum(camera.ViewMatrix * camera.ProjectionMatrix);
                background.Draw(Game.GraphicsDevice, camera);
                octreeWorld.GetOctree().Draw(camera.ViewMatrix, camera.ProjectionMatrix, cameraFrustrum);
                city.DrawCity(Game.GraphicsDevice, camera, floorEffect, 0f, new Vector3(0, 0, 0));
                //octreeWorld.GetOctree().DrawBoxLines(camera.ViewMatrix, camera.ProjectionMatrix, Game.GraphicsDevice, effect);
                //city.DrawBoxLines(camera.ViewMatrix, camera.ProjectionMatrix, Game.GraphicsDevice, effect);
                camera.DrawWeapon();

                textHandler.DrawText(((Game1)Game).GetSpriteFont(), ((Game1)Game).GetSpriteBatch(), Game.GraphicsDevice);
            }
            base.Draw(gameTime);
        }
示例#5
0
 public void draw()
 {
     bg.Draw();
 }