public override void Draw(GameTime gameTime) { SpriteBatch spriteBatch = ScreenManager.SpriteBatch; SpriteFont font = ScreenManager.Font; // Darken down any other screens that were drawn beneath the popup. ScreenManager.FadeBackBufferToBlack(TransitionAlpha * 2 / 3); // Center the message text in the viewport. Viewport viewport = ScreenManager.GraphicsDevice.Viewport; Vector2 viewportSize = new Vector2(viewport.Width, viewport.Height); Vector2 textSize = font.MeasureString(message); Vector2 textPosition = (viewportSize - textSize) / 2; // The background includes a border somewhat larger than the text itself. const int hPad = 32; const int vPad = 16; Rectangle backgroundRectangle = new Rectangle((int)textPosition.X - hPad, (int)textPosition.Y - vPad, (int)textSize.X + hPad * 2, (int)textSize.Y + vPad * 2); // Fade the popup alpha during transitions. Color color = new Color(255, 255, 255, TransitionAlpha); spriteBatch.Begin(); // Draw the background rectangle. spriteBatch.Draw(gradientTexture, backgroundRectangle, color); // Draw the message box text. spriteBatch.DrawString(font, message, textPosition, color); spriteBatch.End(); }
public override void Draw(GameTime gameTime) { ScreenManager.GraphicsDevice.Clear(ClearOptions.Target, Color.Black, 0, 0); SpriteBatch spriteBatch = ScreenManager.SpriteBatch; spriteBatch.Begin(); int x = 0; for (int i = 0; i < 48; i++) { spriteBatch.Draw(BlueBall[10], new Vector2(Location.X + x, Location.Y), Color.White); x = x + 18; } spriteBatch.End(); if (TransitionPosition > 0) { ScreenManager.FadeBackBufferToBlack(255 - TransitionAlpha); } }
public override void Draw(GameTime gameTime) { ScreenManager.FadeBackBufferToBlack(TransitionAlpha * 2 / 3); base.Draw(gameTime); }