public void Draw(GameTime gameTime, SpriteBatch spriteBatch) { spriteBatch.Begin(); if (gameState == GameState.Playing) { grid.Draw(gameTime, spriteBatch); tetrisBlock.Draw(gameTime, spriteBatch); drawBlock.Draw(gameTime, spriteBatch); spriteBatch.DrawString(font, "Score = " + score, new Vector2(350, 275), Color.Black); spriteBatch.DrawString(font, "Rows till next level = " + rowsToGo, new Vector2(350, 250), Color.Black); spriteBatch.DrawString(font, "Level = " + level, new Vector2(350, 300), Color.Black); spriteBatch.Draw(controls, new Vector2(600, 0), Color.White); } else if (gameState == GameState.Init) { spriteBatch.Draw(background, Vector2.Zero, Color.White); spriteBatch.Draw(emptyCell, mousePos, Color.Red); } else { spriteBatch.Draw(endScreen, Vector2.Zero, Color.White); spriteBatch.DrawString(menuFont, "Score = " + score, new Vector2(180, 300), Color.Black); spriteBatch.DrawString(menuFont, "Level = " + level, new Vector2(680, 300), Color.Black); } spriteBatch.End(); }
public void Draw(GameTime gameTime, SpriteBatch spriteBatch) { spriteBatch.Begin(); if (gameState == GameState.Menu) { spriteBatch.Draw(logo, new Vector2(TetrisGame.ScreenSize.X / 3 - 10, 30), Color.White); spriteBatch.DrawString(font, "Press SPACE To Start Game", new Vector2(TetrisGame.ScreenSize.X / 3, TetrisGame.ScreenSize.Y / 2), Color.Black); } else if (gameState == GameState.Playing) { grid.Draw(gameTime, spriteBatch); tetrisblock.Draw(gameTime, spriteBatch); nextTetrisBlock.Draw(gameTime, spriteBatch); spriteBatch.DrawString(font, "Score: " + Score, new Vector2(TetrisGame.ScreenSize.X / 2, 0), Color.Black); spriteBatch.DrawString(font, "Level: " + level, new Vector2(TetrisGame.ScreenSize.X - (TetrisGame.ScreenSize.X / 3), 0), Color.Black); if (leveltimer + 1 > gameTime.TotalGameTime.Seconds && leveltimer != 0) { spriteBatch.DrawString(font, "LEVEL UP!", new Vector2(TetrisGame.ScreenSize.X / 2, 320), Color.Black); } } else if (gameState == GameState.GameOver) { spriteBatch.DrawString(font, "GAME OVER", new Vector2(TetrisGame.ScreenSize.X / 3 + 75, TetrisGame.ScreenSize.Y / 2), Color.Blue); spriteBatch.DrawString(font, "Press SPACE To Try Again", new Vector2(TetrisGame.ScreenSize.X / 4 + 75, TetrisGame.ScreenSize.Y / 2 + 50), Color.Blue); Reset(); } spriteBatch.End(); }
public void Draw(GameTime gameTime, SpriteBatch spriteBatch) { if (gameState == GameState.TitleSceen) { title.Draw(spriteBatch); } if (gameState == GameState.HelpScreen) { help.Draw(spriteBatch); } if (gameState == GameState.Playing) { spriteBatch.Begin(); grid.Draw(gameTime, spriteBatch); block.Draw(spriteBatch); nextBlock.Draw(spriteBatch); score.Draw(spriteBatch); hold.Draw(spriteBatch); spriteBatch.End(); } if (gameState == GameState.GameOverScreen) { over.Draw(spriteBatch); } }
public void Draw(GameTime gameTime, SpriteBatch spriteBatch) { spriteBatch.Begin(); grid.Draw(gameTime, spriteBatch); spriteBatch.End(); }
public void Draw(GameTime gameTime, SpriteBatch spriteBatch) { spriteBatch.Begin(); switch (gameState) //Draws the sprites for each gamestate { case GameState.StartScreen: spriteBatch.Draw(StartScreen, Vector2.Zero, Color.White); break; case GameState.PlayingVSMode: VSSideBarPlayer1.Draw(gameTime, spriteBatch, "Z", "X", "C"); VSSideBarPlayer2.Draw(gameTime, spriteBatch, "M", "<,", ">."); grid2.Draw(gameTime, spriteBatch); grid1.Draw(gameTime, spriteBatch); break; case GameState.HighScoreMode: VSSideBarPlayer2.Draw(gameTime, spriteBatch); grid2.Draw(gameTime, spriteBatch); goto case GameState.PlayingSinglePlayer; case GameState.PlayingSinglePlayer: VSSideBarPlayer1.Draw(gameTime, spriteBatch); grid1.Draw(gameTime, spriteBatch); break; case GameState.GameOverSinglePlayer: spriteBatch.Draw(GameOverSinglePlayer, Vector2.Zero, Color.White); spriteBatch.DrawString(font, "Score : " + grid1.Score.ToString(), new Vector2(TetrisGame.ScreenSize.X / 2 - 115, TetrisGame.ScreenSize.Y / 2 + 200), Color.Blue, 0f, Vector2.Zero, 3f, SpriteEffects.None, 0f); break; case GameState.Player1Wins: spriteBatch.Draw(Player1Wins, new Vector2(-60, 0), Color.White); break; case GameState.Player2Wins: spriteBatch.Draw(Player2Wins, new Vector2(-60, 0), Color.White); break; case GameState.Tie: spriteBatch.Draw(Tie, new Vector2(-60, 0), Color.White); break; } spriteBatch.End(); }
public void Draw(GameTime gameTime, SpriteBatch spriteBatch) { spriteBatch.Begin(); grid.Draw(gameTime, spriteBatch); useBlock.Draw(gameTime, spriteBatch); previewBlock.Draw(gameTime, spriteBatch); spriteBatch.DrawString(font, "Score:" + (int)score, new Vector2(360, 5), Color.Blue); spriteBatch.End(); }
public void Draw(GameTime gameTime, SpriteBatch spriteBatch) { spriteBatch.Begin(); grid.Draw(gameTime, spriteBatch); tetPDU.Draw(gameTime, spriteBatch); //DrawText("Hello!", Vector2.Zero, spriteBatch); spriteBatch.End(); }
public void Draw(GameTime gameTime, SpriteBatch spriteBatch) { spriteBatch.Begin(); if (gameState == GameState.Playing) { spriteBatch.Draw(background, new Vector2(TetrisGame.ScreenSize.X / 2, 0), Color.White);//background van https://www.zedge.net/wallpaper/1d9b81a3-c7cc-38e8-a176-df7111aad04e grid.Draw(gameTime, spriteBatch); currentShape.Draw(gameTime, spriteBatch); nextShape.Draw(gameTime, spriteBatch); scoreDisplay(gameTime, spriteBatch); } if (gameState == GameState.GameOver) { gameOver(gameTime, spriteBatch); } spriteBatch.End(); }
public void Draw(GameTime gameTime, SpriteBatch spriteBatch) { { Vector2 textLocationStart = new Vector2(225, 260); Vector2 textLocationControls = new Vector2(225, 300); Vector2 textLocationEnd = new Vector2(400, 50); Vector2 textLocationScore = new Vector2(400, 50); Vector2 textLocationLevel = new Vector2(400, 80); Vector2 textLocationVolgendBlock = new Vector2(400, 110); switch ((int)gameState) { case 0: spriteBatch.Begin(); spriteBatch.DrawString(font, "Press space to start!", textLocationStart, Color.Black); spriteBatch.DrawString(font, "Use A and D for left right, Q and E for rotation", textLocationControls, Color.Black); spriteBatch.End(); break; case 1: spriteBatch.Begin(); spriteBatch.DrawString(font, "Score: " + score, textLocationScore, Color.Black); spriteBatch.DrawString(font, "Level: " + level, textLocationLevel, Color.Black); spriteBatch.DrawString(font, "Volgend blok:", textLocationVolgendBlock, Color.Black); spriteBatch.DrawString(font, "y position: " + grid.getBlockPosition().Y, new Vector2(400, 350), Color.Black); grid.Draw(gameTime, spriteBatch); spriteBatch.End(); break; case 2: spriteBatch.Begin(); spriteBatch.DrawString(font, "Game Over: press Enter to return to start!", textLocationEnd, Color.Black); spriteBatch.End(); break; default: break; } } }
public void Draw(GameTime gameTime, SpriteBatch spriteBatch) { spriteBatch.Begin(); grid.Draw(gameTime, spriteBatch); spriteBatch.DrawString(font, "Score:", new Vector2(100, 0), Color.Blue); DrawBlocks(spriteBatch, this.block); grid.tijd++; if (NoCollision()) { if (grid.tijd == 10) { block.Location.Y += 1; grid.tijd = 0; //NoCollision(); } } spriteBatch.End(); }
public void Draw(GameTime gameTime, SpriteBatch spriteBatch) { spriteBatch.Begin(); if (gameState == GameState.Title) { spriteBatch.DrawString(font, "Smash die linkermuisbutton om te starten!", new Vector2(100, 0), Color.Blue); } if (gameState == GameState.GameOver) { spriteBatch.DrawString(font, "Smash die linkermuisbutton om te opnieuw naar het beginscherm te gaan!", new Vector2(100, 0), Color.Blue); } if (gameState == GameState.Playing) { grid.Draw(gameTime, spriteBatch); spriteBatch.DrawString(font, "Score: " + score, new Vector2(0, 0 + 4 * grid.emptyCell.Height), Color.Blue); spriteBatch.DrawString(font, "Level: " + level, new Vector2(0, 40 + 4 * grid.emptyCell.Height), Color.Blue); DrawBlocks(spriteBatch); } spriteBatch.End(); }
public void Draw(GameTime gameTime, SpriteBatch spriteBatch) { spriteBatch.Begin(); grid.Draw(gameTime, spriteBatch); switch (chooseBlock.Current) { case 0: Iblok.Draw(gameTime, spriteBatch); break; case 1: Oblok.Draw(gameTime, spriteBatch); break; case 2: Tblok.Draw(gameTime, spriteBatch); break; case 3: Sblok.Draw(gameTime, spriteBatch); break; case 4: Zblok.Draw(gameTime, spriteBatch); break; case 5: Jblok.Draw(gameTime, spriteBatch); break; case 6: Lblok.Draw(gameTime, spriteBatch); break; } DrawText(score.ToString(), Vector2.Zero, spriteBatch); spriteBatch.End(); }
public void Draw(GameTime gameTime, SpriteBatch spriteBatch) { spriteBatch.Begin(); switch (gameState) { case GameState.Start: spriteBatch.DrawString(font, "Startscherm", new Vector2(97, 0), Color.Blue); break; case GameState.Playing: drawGame(); break; case GameState.GameMenu: drawGame(); break; case GameState.GameOver: spriteBatch.DrawString(font, "Game Over", new Vector2(97, 4), Color.Blue); spriteBatch.DrawString(font, "Level = " + level, new Vector2(97, 34), Color.Blue); spriteBatch.DrawString(font, "Score = " + score, new Vector2(97, 64), Color.Blue); break; } spriteBatch.End(); void drawGame() { grid.Draw(gameTime, spriteBatch); activeBlock.Draw(gameTime, spriteBatch, Vector2.Zero); queuedBlock.Draw(gameTime, spriteBatch, new Vector2(400, 100)); spriteBatch.DrawString(font, "Score: " + score, new Vector2(500, 0), Color.Blue); spriteBatch.DrawString(font, "Level: " + level, new Vector2(500, 40), Color.Blue); } }
public void Draw(GameTime gameTime, SpriteBatch spriteBatch) { if (gameState == GameState.Playing) { // if the video is supposed to be on (the user hasn't set it to false in the options menu) play the video, otherwise use // an alternative background if (videoison) { Texture2D videoframe = videoplayer.GetTexture(); spriteBatch.Draw(videoframe, display, Color.White); } else { spriteBatch.Draw(alternativebackground, Vector2.Zero, Color.White); } // Draw the main playing grid, the HUD and the current block grid.Draw(gameTime, spriteBatch, block); // draw the bomb sprite if the block is indeed a bbomb if (newblock is BlockBOOM) { newblock.Draw(gameTime, spriteBatch, bombblock); } else { newblock.Draw(gameTime, spriteBatch, block); } hud.MainDraw(gameTime, spriteBatch, nextblock); } if (gameState == GameState.GameOver) { // if the game is over draw the HUD's gameover screen and the back button hud.GameOverScreen(gameTime, spriteBatch); Back.Draw(gameTime, spriteBatch); } if (gameState == GameState.Help) { // draw the help method and the back button hud.Help(gameTime, spriteBatch); Back.Draw(gameTime, spriteBatch); } if (gameState == GameState.Options) { // draw the background for the options menu hud.Options(gameTime, spriteBatch); // draw a button for the videoison button, which will be green if the video is on and red if it isn' t if (videoison) { Videobutton = new Button(videobuttonON, new Vector2(155, 250)); Videobutton.Draw(gameTime, spriteBatch); } else { Videobutton = new Button(videobuttonOFF, new Vector2(155, 250)); Videobutton.Draw(gameTime, spriteBatch); } // same for music, green if on, red if off. if (music) { Musicbutton = new Button(musicbuttonON, new Vector2(155, 130)); Musicbutton.Draw(gameTime, spriteBatch); } else { Musicbutton = new Button(musicbuttonOFF, new Vector2(155, 130)); Musicbutton.Draw(gameTime, spriteBatch); } // Draw the back button Back.Draw(gameTime, spriteBatch); } if (gameState == GameState.Menu) { // Draw the menu and the menu buttons hud.MenuScreen(gameTime, spriteBatch); Play.Draw(gameTime, spriteBatch); Options.Draw(gameTime, spriteBatch); Help.Draw(gameTime, spriteBatch); Back.Draw(gameTime, spriteBatch); } }