示例#1
0
        public void DrawL1(GameTime gameTime)
        {
            // now the user can actually play the game - this is level 1
            spriteBatch.Begin();
            background.Draw(spriteBatch);
            playerSprite.Draw(spriteBatch);
            yarnBalls.Draw(spriteBatch);

            // draw the bounding box if the user needs it
            if (showBB)
            {
                playerSprite.drawBB(spriteBatch, Color.Red);
            }

            spriteBatch.End();
        }
示例#2
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.DeepSkyBlue);



            // TODO: Add your drawing code here
            spriteBatch.Begin();

            scrollBack.Draw(spriteBatch);
            scrollFore.Draw(spriteBatch);
            particleList.Draw(spriteBatch);
            spritePlayer.Draw(spriteBatch);
            enemyList.Draw(spriteBatch);
            playerBulletList.Draw(spriteBatch);
            textScore.Draw(spriteBatch);

            //enter to start text
            if (!startGame)
            {
                textStartGame.Draw(spriteBatch);
            }

            //display bounding boxes
            if (showbb)
            {
                spritePlayer.drawBB(spriteBatch, Color.Red);
                LineBatch.drawLineRectangle(spriteBatch, playArea, Color.Purple);
                enemyList.drawInfo(spriteBatch, Color.Red, Color.Blue);
                playerBulletList.drawInfo(spriteBatch, Color.Red, Color.Blue);
            }

            spriteBatch.End();
            base.Draw(gameTime);
        }
示例#3
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.CornflowerBlue);

            // TODO: Add your drawing code here
            spriteBatch.Begin();


            back1.Draw(spriteBatch);  //***
            grass1.Draw(spriteBatch);
            paddle.Draw(spriteBatch); //***
            enemyList.Draw(spriteBatch);
            ballList.Draw(spriteBatch);
            booms.Draw(spriteBatch);
            spriteBatch.DrawString(font, "Enemies Slain: " + score, new Vector2(rhs - 140, top + 10), Color.Black);

            if (showbb)
            {
                paddle.drawBB(spriteBatch, Color.Black);
                paddle.drawHS(spriteBatch, Color.Green);


                enemyList.drawInfo(spriteBatch, Color.Red, Color.Yellow);
                LineBatch.drawLineRectangle(spriteBatch, playArea, Color.Blue);
                ballList.drawInfo(spriteBatch, Color.Gray, Color.Green);
            }



            spriteBatch.End();


            base.Draw(gameTime);
        }
示例#4
0
        public override void Draw(GameTime gameTime)
        {
            graphicsDevice.Clear(Color.BlanchedAlmond);
            spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied);
            scrolling1.Draw(spriteBatch);
            scrolling2.Draw(spriteBatch);


            back1.Draw(spriteBatch);  //***
            paddle.Draw(spriteBatch); //***
            ball.draw(spriteBatch);
            if (p != null)
            {
                p.Draw(spriteBatch);
            }
            if (showbb)
            {
                paddle.drawBB(spriteBatch, Color.Black);
                paddle.drawHS(spriteBatch, Color.Green);
                dragonList.drawInfo(spriteBatch, Color.Red, Color.Blue);
                LineBatch.drawLineRectangle(spriteBatch, playArea, Color.Blue);
                ball.drawInfo(spriteBatch, Color.Gray, Color.Green);
            }
            if (ball.getPosY() > bot)
            {
                //ball.setPosY(60);
                spriteBatch.DrawString(font1, "Game Over!", new Vector2(100, 100), Color.Green);
                //dragonList.drawActive(spriteBatch);
            }

            //foreach (Sprite3 p in Spritewall)
            //    p.Draw(spriteBatch);
            if (wl != null)
            {
                wl.Draw(spriteBatch, Color.Teal, Color.Red);
            }
            LineBatch.drawLineRectangle(spriteBatch, rectangle, Color.Gray);

            //draw animation
            //string output1 = "Socre:  ";
            Vector2 FontOrigin1 = font1.MeasureString("a") / 2;

            spriteBatch.DrawString(font1, "Score " + scoure.ToString(), new Vector2(100, 100), Color.Green);
            //anmiation1.Draw(spriteBatch);
            // dragon.Draw(spriteBatch);
            //if(dragonList != null)
            dragonList.drawActive(spriteBatch);
            spriteBatch.End();
        }
示例#5
0
        public void DrawL2(GameTime gameTime)
        {
            spriteBatch.Begin();
            background.Draw(spriteBatch);
            crazyDog.Draw(spriteBatch);
            playerSprite.Draw(spriteBatch);


            // draw the bounding box if the user needs it
            if (showBB)
            {
                playerSprite.drawBB(spriteBatch, Color.Red);
                crazyDog.drawBB(spriteBatch, Color.Red);
            }


            spriteBatch.End();
        }
示例#6
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.CornflowerBlue);

            spriteBatch.Begin();
            back1.Draw(spriteBatch);  //***
            paddle.Draw(spriteBatch); //***
            ball.Draw(spriteBatch);
            sl.Draw(spriteBatch);

            if (showbb)
            {
                paddle.drawBB(spriteBatch, Color.Black);
                paddle.drawHS(spriteBatch, Color.Green);
                ball.drawInfo(spriteBatch, Color.Gray, Color.Green);
                sl.drawInfo(spriteBatch, Color.Brown, Color.Aqua);
                LineBatch.drawLineRectangle(spriteBatch, playArea, Color.Blue);
            }
            spriteBatch.End();

            // TODO: Add your drawing code here

            base.Draw(gameTime);
        }
示例#7
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.CornflowerBlue);

            //All the elements that are displayed on screen are drawn here

            switch (level)
            {
            case 1:
                spriteBatch.Begin(transformMatrix: mainCamera.Transform);
                worldMap.Draw(spriteBatch);
                spriteBatch.DrawString(font, "Current position: " + curPos, new Vector2(horse.getPosX() - 200, horse.getPosY() - 200), Color.White);
                //horse.Draw(spriteBatch);
                horseRun.Draw(spriteBatch);
                spriteBatch.End();
                break;

            default:
                spriteBatch.Begin();
                scrolling1.Draw(spriteBatch);
                scrolling2.Draw(spriteBatch);
                enemies.Draw(spriteBatch);
                horseRun.Draw(spriteBatch);
                bloodSplat.Draw(spriteBatch);
                //arrow.Draw(spriteBatch);
                quiver.Draw(spriteBatch);
                goldBanner.Draw(spriteBatch);
                spriteBatch.DrawString(font, "Gold: " + score, new Vector2(30, 20), Color.Black);
                //This is the start screen that goes away once player presses the enter key
                if (!started)
                {
                    startBanner.Draw(spriteBatch);
                    switch (difficulty)
                    {
                    case 1:
                        spriteBatch.DrawString(difficultySelectText, "Current difficulty: Easy", new Vector2(10, 500), Color.Black);
                        break;

                    case 2:
                        spriteBatch.DrawString(difficultySelectText, "Current difficulty: Medium", new Vector2(10, 500), Color.Black);
                        break;

                    case 3:
                        spriteBatch.DrawString(difficultySelectText, "Current difficulty: Hard", new Vector2(10, 500), Color.Black);
                        break;

                    default:
                        spriteBatch.DrawString(difficultySelectText, "Current difficulty: Easy", new Vector2(10, 500), Color.Black);
                        break;
                    }
                    spriteBatch.DrawString(difficultySelectText, "Click 1, 2 or 3 to assign difficulty. 1 = easy | 2 = medium | 3 = hard" + Environment.NewLine, new Vector2(10, 560), Color.Black);
                }


                //This displays some basic instructions for the player
                if (textFadeTimer < 3 && started)
                {
                    spriteBatch.DrawString(directions, "< : slow down | > : speed up " + Environment.NewLine + "^ : move up | v : move down" + Environment.NewLine + "spacebar : shoot arrow", new Vector2(400, 10), Color.Black);
                }

                //When player dies text and a book appear on screen
                if (gameOver && deathTimer > 1)
                {
                    book.Draw(spriteBatch);
                }

                //Bounding boxes for player, enemies, arrows and the play area
                if (showbb)
                {
                    enemies.drawInfo(spriteBatch, Color.Red, Color.DarkRed);
                    horse.drawBB(spriteBatch, Color.Black);
                    //horse.drawHS(spriteBatch, Color.Green); //don't know if this is required for assessment or not
                    quiver.drawInfo(spriteBatch, Color.Brown, Color.SandyBrown);
                    LineBatch.drawLineRectangle(spriteBatch, playArea, Color.Blue);
                }
                spriteBatch.End();
                break;
            }
            ;



            base.Draw(gameTime);
        }