public override void Draw(GameTime gameTime) { SpriteBatch m_spriteBatch = ScreenManager.SpriteBatch; ScreenManager.SpriteBatch.Begin(SpriteSortMode.Immediate, null, null, null, null, null, ScreenManager.Scale); if (m_myTime > 10) { m_Background1.Draw(screenManager.SpriteBatch); m_Background2.Draw(screenManager.SpriteBatch); m_Background3.Draw(screenManager.SpriteBatch); m_Background4.Draw(screenManager.SpriteBatch); level.Draw(screenManager.SpriteBatch); titleText.Draw(m_spriteBatch); } m_spriteBatch.End(); }
/// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> public override void Draw(GameTime gameTime) { screenManager.SpriteBatch.Begin(SpriteSortMode.Immediate, null, null, null, null, null, screenManager.Scale); // TODO: Add your drawing code here if ((myTime > 60.0f) || deathApplied || victoryApplied) { //Levelkomponenten m_Background1.Draw(screenManager.SpriteBatch); m_Background2.Draw(screenManager.SpriteBatch); m_Background3.Draw(screenManager.SpriteBatch); m_Background4.Draw(screenManager.SpriteBatch); m_Background5.Draw(screenManager.SpriteBatch); player.Draw(ScreenManager.SpriteBatch); //drawing the character levelEins.Draw(ScreenManager.SpriteBatch); //draws the first level on the screen if (b_touchState == true) { m_buttons.Draw(screenManager.SpriteBatch); } if (player.getCurrentPlayerWeapon() == screenManager.powerupSystem.laser) { screenManager.SpriteBatch.DrawString(screenManager.Font, "Ammo: Infinite", new Vector2(5, 5), Color.Red); } else { screenManager.SpriteBatch.DrawString(screenManager.Font, "Ammo: " + player.getCurrentPlayerWeapon().getAmmo(), new Vector2(5, 5), Color.Red); } screenManager.SpriteBatch.DrawString(screenManager.Font, "Points: " + player.getScore(), new Vector2(1500, 50), Color.Red); screenManager.SpriteBatch.DrawString(screenManager.Font, "Time: " + m_countdown, new Vector2(1500, 5), Color.Red); } else { if (!deathApplied) { flyinghead.Draw(screenManager.SpriteBatch); bouncingText.Draw(screenManager.SpriteBatch); } } screenManager.SpriteBatch.End(); base.Draw(gameTime); }
/// <summary> /// Zeichnet den Loadingscreen /// </summary> public override void Draw(GameTime gameTime) { if ((ScreenState == ScreenState.Active) && (ScreenManager.GetScreens().Length == 1)) { otherScreensAreGone = true; } if (loadingIsSlow) { SpriteBatch spriteBatch = ScreenManager.SpriteBatch; // Zeichnen des Textes spriteBatch.Begin(SpriteSortMode.Immediate, null, null, null, null, null, ScreenManager.Scale); head.Draw(spriteBatch); text.Draw(spriteBatch); spriteBatch.End(); } }