//shows debug info public void DisplayDebug(SpriteFont font, SpriteBatch batch) { //rise rate batch.DrawString(font, "Rise Rate: " + riseRate + "/" + maxRate, new Vector2(400, 50), Color.White); //stop timer batch.DrawString(font, "Stop Timer: " + stopTimer, new Vector2(400, 70), Color.White); //Y offset; causes blocks to rise // batch.DrawString(font, "Y Offset: " + offsetY, new Vector2(400, 70), Color.White); //touch location for play area batch.DrawString(font, "Touch Loc: " + input.CurrentTouchPosition(playArea), new Vector2(400, 90), Color.White); //position of block that was touched batch.DrawString(font, "Touched Block: " + blockTouched, new Vector2(400, 110), Color.White); //row count batch.DrawString(font, "Row Count: " + currentRowCount, new Vector2(400, 130), Color.White); //Game over message if (gameOver) { batch.DrawString(font, "Game Over!", new Vector2(400, 150), Color.Red); } }
//shows debug info public void DisplayDebug(SpriteFont font, SpriteBatch batch) { //rise rate batch.DrawString(font, "Rise Rate: " + riseRate + "/" + maxRate, new Vector2(400, 50), Color.White); //stop timer batch.DrawString(font, "Stop Timer: " + capacityTimer, new Vector2(400, 70), Color.White); //touch location for play area batch.DrawString(font, "Touch Loc: " + input.CurrentTouchPosition(playArea), new Vector2(400, 90), Color.White); //Game over message if (gameOver) { batch.DrawString(font, "Game Over!", new Vector2(400, 150), Color.Red); } }