/// <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.Black); //TODO: Add your drawing code here spriteBatch.Begin( SpriteSortMode.BackToFront, BlendState.AlphaBlend); if (gameState == GameState.TitleScreen) { spriteBatch.Draw(titleScreen, Vector2.Zero, Color.White); } else { TileMap.Draw(spriteBatch); player.Draw(spriteBatch); LevelManager.Draw(spriteBatch); /*spriteBatch.DrawString ( * pericles8, * "Lives: " + player.LivesRemaining, * livesPosition, * Color.White);*/ //if (gameState == GameState.GameOver) /*spriteBatch.DrawString ( * pericles8, * "G A M E O V E R !", * gameOverPosition, * Color.White);*/ } spriteBatch.End(); base.Draw(gameTime); }
/// <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.Black); spriteBatch.Begin( SpriteSortMode.Immediate, BlendState.AlphaBlend); switch (gameState) { case GameState.TitleScreen: //spritebatch.Draw(titleScreen); myFont.DrawText(spriteBatch, menuPositions [0], "Jugar"); myFont.DrawText(spriteBatch, menuPositions [1], "Instrucciones"); myFont.DrawText(spriteBatch, menuPositions [2], "Salir"); myFont.DrawText(spriteBatch, menuPositions [(int)menuOptions] - new Vector2(10, 0), ">"); break; case GameState.Help: switch (helpIndex) { case 0: spriteBatch.Draw(Content.Load <Texture2D>(@"Textures\HelpMenus\HelpMenu1"), Vector2.Zero, Color.White); break; case 1: spriteBatch.Draw(Content.Load <Texture2D>(@"Textures\HelpMenus\HelpMenu2"), Vector2.Zero, Color.White); break; case 2: spriteBatch.Draw(Content.Load <Texture2D>(@"Textures\HelpMenus\HelpMenu3"), Vector2.Zero, Color.White); break; } break; case GameState.Playing: case GameState.Paused: case GameState.PlayerDead: case GameState.GameOver: TileMap.Begin(spriteBatch); player.Draw(spriteBatch); LevelManager.Draw(spriteBatch); TileMap.End(spriteBatch); myFont.DrawText(spriteBatch, scorePosition, "Drogas: " + player.drugCount.ToString()); myFont.DrawText(spriteBatch, inyeccionPosition, "Inyecciones: " + player.inyecciones.ToString()); myFont.DrawText(spriteBatch, livesPosition, "Vidas: " + player.LivesRemaining.ToString()); myFont.DrawText(spriteBatch, framesPosition, (1 / (float)(gameTime.ElapsedGameTime.TotalSeconds)).ToString()); if (gameState == GameState.GameOver) { myFont.DrawText(spriteBatch, gameOverPosition, "G A M E O V E R !"); } else if (gameState == GameState.Paused) { spriteBatch.Draw( Content.Load <Texture2D>(@"Textures\greenTexture"), Camera.ViewPort, Color.White); myFont.DrawText(spriteBatch, pausePosition, "PAUSA"); } break; } screen.Draw(spriteBatch); spriteBatch.End(); base.Draw(gameTime); }