示例#1
0
        // For use if camera is to follow player
        public void Draw(SpriteBatch spriteBatch, Camera2D cam, GraphicsDevice graDev)
        {
            spriteBatch.Begin(SpriteSortMode.FrontToBack, BlendState.AlphaBlend,
                              null, null, null, null, cam.GetTransform(graDev));
            RoomManager.getInstance.Draw(spriteBatch);

            // Only run draw if not in Game Over state
            if (Global.GameState != Global.availGameStates.GameOver)
            {
                // Update Texture path for animating entity
                mEntities.ForEach(IEntity => IEntity.aTexture = Content.Load <Texture2D>(IEntity.aTexturename));
                // Call draw method for each Entity if entity is visible
                for (int i = 0; i < mEntities.Count; i++)
                {
                    if (mEntities[i].Visible)
                    {
                        mEntities[i].Draw(spriteBatch);
                    }
                }
                // Run Dialogue display if game in Dialogue State
                if (Global.GameState == Global.availGameStates.Dialogue)
                {
                    DialogueBox.getInstance.Draw(spriteBatch);
                }
                if (Global.GameState == Global.availGameStates.Paused &&
                    MenuManager.getInstance.PauseMenu() != null)
                {
                    MenuManager.getInstance.PauseMenu().Draw(spriteBatch);
                }
            }
            else if (MenuManager.getInstance.GameOverMenu() != null &&
                     Global.GameState == Global.availGameStates.GameOver)
            {
                MenuManager.getInstance.GameOverMenu().Draw(spriteBatch);
            }

            spriteBatch.End();
        }
示例#2
0
 // To relay following camera to SM
 public void Draw(SpriteBatch spriteBatch, Camera2D cam, GraphicsDevice graDev)
 {
     SceneManager.getInstance.Draw(spriteBatch, cam, graDev);
 }
示例#3
0
 /// <summary>
 /// Call if 2D camera is needed
 /// </summary>
 public void Need2DCamera()
 {
     mCamera = new Camera2D(graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight);
 }