public override void Draw(GameTime gameTime) { Vector4 shipColor = new Vector4(0.5f + ((float)bulletManager.justShot / 15f), 0.5f, 0.5f, 1); Game1.texNorm.Parameters["shipColor"].SetValue(shipColor); Game1.texNorm.Parameters["shipLight"].SetValue(35 + bulletManager.justShot * 2); Game1.texNorm.Parameters["shipPos"].SetValue(Player.get().Position); Game1.texNorm.Parameters["vpMatrix"].SetValue(theCamera.ViewMatrix * theCamera.ProjectionMatrix); Game1.texNorm.Parameters["wallLight"].SetValue(200); Game1.texNorm.Parameters["wallColor"].SetValue(Color.Orange.ToVector4()); asteroidManager.Draw(gameTime); skybox.Draw(gameTime); tunnel.Draw(gameTime); player.Draw(gameTime); bulletManager.Draw(gameTime); pgen.Draw(gameTime); // Draw all game components base.Draw(gameTime); if (gameOver) { // TO DO: Draw the "gameover" text String TextToDraw = "Game Over!"; spriteBatch.DrawString(gameOverFont, TextToDraw, new Vector2((Game.Window.ClientBounds.Width - 250) / 2, (Game.Window.ClientBounds.Height - 250) / 2), Color.Yellow); } }
public override void Draw(SpriteBatch spriteBatch) { BulletManager.Draw(spriteBatch); base.Draw(spriteBatch); FiringArc.Draw(spriteBatch); }
/// <inheritdoc/> public override void Draw(GameTime gameTime) { bulletManager.Draw(game.spriteBatch); playerSystem.Draw(game.spriteBatch); enemyManager.Draw(game.spriteBatch); sidePanel.Draw(gameTime); lifeManager.Draw(game.spriteBatch); itemsManager.Draw(game.spriteBatch); seismicChargeCountManager.Draw(game.spriteBatch); base.Draw(gameTime); }
/// <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(new Color(31, 31, 31)); spriteBatch.Begin(); switch (_state) { case CGameState.MainScreen: _mainscreen.Draw(spriteBatch); break; case CGameState.CreditsScreen: _creditsScreen.Draw(spriteBatch); break; case CGameState.Playing: _background_manager.Draw(spriteBatch); _portal_manager.Draw(spriteBatch); _bullet_manager.Draw(spriteBatch); _enemy_managers.Values .ToList() .ForEach(x => x.Draw(spriteBatch)); _player.Draw(spriteBatch); _energy_storage_manager.Draw(spriteBatch); _bullet_hits_enemy.Draw(spriteBatch); _powerup_manager.Draw(spriteBatch); break; case CGameState.Gameover: _gameoverscreen.Draw(spriteBatch); break; } spriteBatch.End(); base.Draw(gameTime); }