/// <summary> /// Draw the current state of the game. /// </summary> /// <param name="screen">Reference of the screen where the saved game is ubicated.</param> /// <param name="position">Position of the saved game in the screen.</param> /// <param name="isSelected">true if the current saved game is selected, false otherwise.</param> /// <param name="gametime">Global time of the game.</param> public void Draw(LoadGameScreen screen, Vector2 position, bool isSelected, GameTime gameTime) { Color color = isSelected ? Color.White : Color.DimGray; color = new Color(color.R, color.G, color.B, screen.TransitionAlpha); Vector2 size = ScreenManager.FontEntries.MeasureString(_name); ScreenManager.SpriteBatch.DrawString(ScreenManager.FontEntriesSelected, _name, new Vector2(position.X + 10, position.Y + 5), color, 0, Vector2.Zero, 0.75f, SpriteEffects.None, 0); ScreenManager.SpriteBatch.DrawString(ScreenManager.FontEntriesSelected, (_percent * 100).ToString() + "%", new Vector2(position.X + 10, position.Y + size.Y + 5 * 2), color, 0, Vector2.Zero, 0.75f, SpriteEffects.None, 0); ScreenManager.SpriteBatch.DrawString(ScreenManager.FontEntriesSelected, _date, new Vector2(position.X + 10, position.Y + size.Y * 2 + 5 * 3), color, 0, Vector2.Zero, 0.75f, SpriteEffects.None, 0); int xPosition = GameSettings.DefaultInstance.ResolutionWidth / 2; ScreenManager.SpriteBatch.Draw( _capturedImage, new Rectangle(xPosition - 85, (int)position.Y + 6, 130, 117), new Rectangle(0, 0, _capturedImage.Width, _capturedImage.Height), isSelected ? Color.White : Color.DarkGray); }
/// <summary> /// Update the current state of the game. /// </summary> /// <param name="screen">Reference of the screen where the saved game is ubicated.</param> /// <param name="isSelected">true if the current saved game is selected, false otherwise.</param> /// <param name="gametime">Global time of the game.</param> public void Update(LoadGameScreen screen, bool isSelected, GameTime gametime) { }