public override void Draw(GameTime gameTime) { var batch = gameRef.spriteBatch; batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, DepthStencilState.Default, RasterizerState.CullNone); { batch.Draw(backgroundImage, new Rectangle(0, 0, Game1.GAME_WIDTH, Game1.GAME_HEIGHT), Color.White); powerUpMgr.Draw(batch); players.ForEach((p) => { p.Draw(batch, gameTime); }); batch.Draw(backgroundoverlay, Vector2.Zero, WeatherManager.BgColor); WeatherManager.Draw(batch, gameTime); EffectManager.Draw(batch, gameTime); FadeOutRect.Draw(batch, Vector2.Zero, FadeOutColor); } batch.End(); batch.Begin(SpriteSortMode.Deferred, BlendState.Additive); { WeatherManager.Bolts.ForEach(b => b.Draw(batch)); } batch.End(); }
public override void Draw(GameTime gameTime) { base.Draw(gameTime); if (currentState == State.Playing || currentState == State.Frozen) { gameRef.GraphicsDevice.SetRenderTarget(mainTarget); gameRef.GraphicsDevice.Clear(Color.Transparent); var spriteBatch = gameRef.spriteBatch; spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, DepthStencilState.Default, RasterizerState.CullNone, null, Camera.GetTransform()); LevelManager.Draw(spriteBatch, gameTime); EntityManager.Draw(spriteBatch, gameTime); spriteBatch.End(); gameRef.GraphicsDevice.SetRenderTarget(null); spriteBatch.Begin(); spriteBatch.Draw(mainTarget, Vector2.Zero, Color.White); hud.Draw(gameTime, spriteBatch); spriteBatch.End(); } else { var spriteBatch = gameRef.spriteBatch; Texture2D result = blurOverlay.PerformGaussianBlur((Texture2D)mainTarget, target1, target2, spriteBatch); spriteBatch.Begin(); spriteBatch.Draw(result, Vector2.Zero, Color.White); spriteBatch.Draw(background, new Rectangle(0, 0, MainGame.GAME_WIDTH, MainGame.GAME_HEIGHT), Color.Black * .6f); switch (pauseState) { case State_Paused.Normal: pauseControls_Normal.Draw(spriteBatch, gameTime); break; case State_Paused.Save: pauseControls_Save.Draw(spriteBatch, gameTime); break; case State_Paused.Quit: pauseControls_Quit.Draw(spriteBatch, gameTime); break; default: break; } spriteBatch.End(); } gameRef.spriteBatch.Begin(); FadeOutRect.Draw(gameRef.spriteBatch, Vector2.Zero, FadeOutColor); gameRef.spriteBatch.End(); }
public override void Draw(GameTime gameTime) { base.Draw(gameTime); gameRef.spriteBatch.Begin(); FadeOutRect.Draw(gameRef.spriteBatch, Vector2.Zero, FadeOutColor); gameRef.spriteBatch.End(); }
public override void Draw(GameTime gameTime) { var spriteBatch = gameRef.spriteBatch; spriteBatch.Begin(); { spriteBatch.Draw(titleScreen, titleRectangle, Color.White); buttons.ForEach(b => b.Draw(spriteBatch, gameTime)); FadeOutRect.Draw(spriteBatch, Vector2.Zero, FadeOutColor); } spriteBatch.End(); base.Draw(gameTime); }
public override void Draw(GameTime gameTime) { var batch = gameRef.spriteBatch; batch.Begin(); anim.Draw(batch, gameTime, new Rectangle(0, 0, MainGame.GAME_WIDTH, MainGame.GAME_HEIGHT)); #if DEBUG batch.DrawString(debugFont, "DEBUGGING -- " + MainGame.VERSION, new Vector2(MainGame.GAME_WIDTH - debugFont.MeasureString( "DEBUGGING -- " + MainGame.VERSION).X - 5, MainGame.GAME_HEIGHT - debugFont.LineSpacing - 2), Color.White); #else batch.DrawString(debugFont, MainGame.VERSION, new Vector2(MainGame.GAME_WIDTH - debugFont.MeasureString( MainGame.VERSION).X - 2, MainGame.GAME_HEIGHT - debugFont.LineSpacing - 2), Color.White); #endif batch.End(); base.Draw(gameTime); batch.Begin(); { menuControls.Draw(batch, gameTime); batch.Draw(titleImage, new Vector2(MainGame.GAME_WIDTH / 2 - title.Width - 280, 70), Color.White); if (currentState != State.Menu) { batch.Draw(blackOverlay, Vector2.Zero, Color.Black * 0.8f); } switch (currentState) { case State.NewGame: newGameControls.Draw(batch, gameTime); break; case State.LoadGame: loadGameControls.Draw(batch, gameTime); break; case State.Options: optionsControls.Draw(batch, gameTime); break; case State.Quit: quitControls.Draw(batch, gameTime); break; } FadeOutRect.Draw(batch, Vector2.Zero, FadeOutColor); } batch.End(); }
public override void Draw(GameTime gameTime) { SpriteBatch batch = gameRef.spriteBatch; batch.Begin(); batch.Draw(backgroundImage, new Rectangle(0, 0, Game1.GAME_WIDTH, Game1.GAME_HEIGHT), Color.White); batch.DrawString(skyFallFont, "Step one choose helo-color!", new Vector2(65, 50), Color.Black); batch.DrawString(skyFallFont, "Step two choose environment.", new Vector2(65, 400), Color.Black); foreach (Button b in buttons) { b.Draw(batch, gameTime); } batch.Draw(content.Load <Texture2D>("helicopter2"), helicopter1, player1Color); batch.Draw(content.Load <Texture2D>("helicopter2"), helicopter2, null, player2Color, 0f, Vector2.Zero, SpriteEffects.FlipHorizontally, 0f); FadeOutRect.Draw(batch, Vector2.Zero, FadeOutColor); batch.End(); base.Draw(gameTime); }