public void render(GameTime gameTime, SpriteBatch batch) { background.render(batch); player.render(batch); playButton.render(batch); exitButton.render(batch); }
public void render(GameTime gameTime, SpriteBatch batch) { if (initialized) { background.render(batch); platform.render(batch); platform1.render(batch); platform2.render(batch); platform3.render(batch); platform4.render(batch); platform5.render(batch); player.render(batch); nextButton.render(batch); if (player.health <= 100 && player.health > 0) { hpHearth.render(batch); } if (player.health <= 200 && player.health > 100) { hpHearth.render(batch); hpHearth1.render(batch); } if (player.health <= 300 && player.health > 200) { hpHearth.render(batch); hpHearth1.render(batch); hpHearth2.render(batch); } if (player.health <= 400 && player.health > 300) { hpHearth.render(batch); hpHearth1.render(batch); hpHearth2.render(batch); hpHearth3.render(batch); } if (player.health <= 500 && player.health > 400) { hpHearth.render(batch); hpHearth1.render(batch); hpHearth2.render(batch); hpHearth3.render(batch); hpHearth4.render(batch); } batch.DrawString(Loading.mainFont, "" + GameStage.score, new Vector2(700, 2), Color.White); batch.DrawString(Loading.mainFont, "HEALTH: " + player.health, new Vector2(120, 2), Color.White); for (int i = 0; i < enemies.Count; i++) { enemies[i].render(batch); } } }