示例#1
0
 public void Draw(GameTime gameTime, SpriteBatch spriteBatch)
 {
     if (currentGameState != null)
     {
         currentGameState.Draw(gameTime, spriteBatch);
     }
 }
示例#2
0
文件: HUD.cs 项目: TimoTheeus/NvH
 public void Draw(GameTime gameTime, SpriteBatch spriteBatch)
 {
     playingState.Draw(gameTime, spriteBatch);
     spriteBatch.End();
     spriteBatch.Begin(SpriteSortMode.Deferred, null, null, null, null, null, GameWorld.ScaleMatrix);
     hud.Draw(gameTime, spriteBatch);
 }
示例#3
0
    public override void Draw(GameTime gameTime, SpriteBatch spriteBatch)
    {
        base.Draw(gameTime, spriteBatch);

        titleMenuState.Draw(gameTime, spriteBatch);
        settings.Draw(gameTime, spriteBatch);
    }
示例#4
0
 public void Draw(GameTime gameTime, SpriteBatch spriteBatch, Matrix transform)
 {
     if (currentGameState != null)
     {
         currentGameState.Draw(gameTime, spriteBatch, transform);
     }
 }
 public void Draw(GameTime gameTime, SpriteBatch spriteBatch)
 {
     // we draw the playingstate but we do not update it because we want the pause state to be an overlay.
     playingState.Draw(gameTime, spriteBatch);
     //draw the overlay
     spriteBatch.Draw(overlay, Vector2.Zero, Color.White);
     // draw the buttons
     continueButton.Draw(gameTime, spriteBatch);
     quitButton.Draw(gameTime, spriteBatch);
 }
示例#6
0
 public override void Draw(GameTime gameTime, SpriteBatch spriteBatch)
 {
     playingState.Draw(gameTime, spriteBatch);
     base.Draw(gameTime, spriteBatch);
 }
示例#7
0
 public override void Draw(GameTime gameTime, SpriteBatch spriteBatch)
 {
     hud.Draw(gameTime, spriteBatch);
     base.Draw(gameTime, spriteBatch);
 }
 public void Draw(GameTime gameTime, SpriteBatch spriteBatch)
 {
     playingState.Draw(gameTime, spriteBatch);
     spriteBatch.Draw(overlay, Vector2.Zero, Color.White);
     spriteBatch.Draw(plaque, Vector2.Zero, Color.White);
 }
 public void Draw(GameTime gameTime, SpriteBatch spriteBatch)
 {
     drawOverState.Draw(gameTime, spriteBatch);
     CurrentConversation.Draw(gameTime, spriteBatch);
 }