/// <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 //Appel à la méthode Draw des composants(vaisseau et lasers) base.Draw(gameTime); spriteBatch.Begin(); spriteBatch.Draw(background, fenetre, Color.White); if (!endGame) { vaisseau.Draw(spriteBatch, gameTime); laser.Draw(spriteBatch, gameTime); laser2.Draw(spriteBatch, gameTime); laser3.Draw(spriteBatch, gameTime); laser4.Draw(spriteBatch, gameTime); vie.Draw(spriteBatch, gameTime); spriteBatch.DrawString(Scored, "Score : " + score.ToString(), new Vector2(550, 0), Color.Wheat); } else { if (!draw) { spriteBatch.DrawString(Scored, "GAME OVER ", new Vector2(Global.largeurFenetre / 2 - 200, Global.hauteurFenetre / 2), Color.White); spriteBatch.DrawString(Scored, "Press SPACEBAR to continue ... ", new Vector2(200, Global.hauteurFenetre / 2 + 200), Color.White); } if (Global.clavier.IsKeyDown(Keys.Space)) { draw = true; } if (draw) { spriteBatch.DrawString(Scored, "Votre score est de : " + score.ToString(), new Vector2(200, Global.hauteurFenetre / 2 - 5), Color.White); } } graphics.GraphicsDevice.Clear(Color.DodgerBlue); spriteBatch.End(); }