public void Draw(SpriteBatch spritebatch) { if (m_manager_state != DrawableState.Finished) { m_currScene.Draw(spritebatch); } }
/// <summary> /// Draws the gameplay screen. /// </summary> public override void Draw(GameTime gameTime) { // Our player and enemy are both actually just text strings. SpriteBatch spriteBatch = ScreenManager.SpriteBatch; //spriteBatch.Begin(); spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied); if (m_ducks.IntermissionScene == 0) { spriteBatch.Draw(ScreenTexture, HelperUtils.SafeBoundary, new Color(247, 206, 176, 255)); //ScreenManager.GraphicsDevice.Clear(new Color(247, 206, 176, 255)); m_fly_sign.Draw(spriteBatch); } else { spriteBatch.Draw(ScreenTexture, HelperUtils.SafeBoundary, new Color(49, 192, 250, 255)); //ScreenManager.GraphicsDevice.Clear(new Color(49, 192, 250, 255)); } // Draw tree spriteBatch.Draw(tree, new Vector2(HelperUtils.SafeBoundary.X + 122, HelperUtils.SafeBoundary.Y + 236), null, Color.White, 0f, Vector2.Zero, 1.0f, SpriteEffects.None, 0); // Draw Bush spriteBatch.Draw(bush, new Vector2(HelperUtils.SafeBoundary.X + 822, HelperUtils.SafeBoundary.Y + 356), null, Color.White, 0f, Vector2.Zero, 1.0f, SpriteEffects.None, 0); // Draw Duck Balls m_ducks.DrawBalls(spriteBatch); // Draw Intermission m_ducks.DrawIntermission(spriteBatch); // Draw left ground + grass spriteBatch.Draw(ground, new Vector2(HelperUtils.SafeBoundary.X, HelperUtils.SafeBoundary.Y + 436), null, Color.White, 0f, Vector2.Zero, 1.0f, SpriteEffects.None, 0); // Draw right ground + grass spriteBatch.Draw(ground, new Vector2(HelperUtils.SafeBoundary.X + 512, HelperUtils.SafeBoundary.Y + 436), null, Color.White, 0f, Vector2.Zero, 1.0f, SpriteEffects.None, 0); m_clouds_p1.Draw(spriteBatch); m_clouds_p2.Draw(spriteBatch); // Draw Paddles m_player1.DrawPaddle(spriteBatch); m_player2.DrawPaddle(spriteBatch); // Draw Intro m_intro.Draw(spriteBatch); m_ducks.DrawCounter(spriteBatch); m_player1.DrawItems(spriteBatch); m_player2.DrawItems(spriteBatch); /* Draw Shot */ m_flash.Draw(spriteBatch); m_duck1_flash.Draw(spriteBatch); m_duck2_flash.Draw(spriteBatch); #if XBOX // Draw the WideScreen Lines (Top and bottom) //Top spriteBatch.Draw(ScreenTexture, new Rectangle(0, HelperUtils.SafeBoundary.Top - 63, 1024 + 2 * HelperUtils.SafeBoundary.X, 63), Color.Black); //Bottom spriteBatch.Draw(ScreenTexture, new Rectangle(0, HelperUtils.SafeBoundary.Bottom, 1024 + 2 * HelperUtils.SafeBoundary.X, 63), Color.Black); #endif // spriteBatch.Draw(ScreenTexture, m_background_color_rect, Color.PaleGoldenrod); //spriteBatch.Draw(ScreenTexture, boxrec, Color.Black); //new Color(0, 0, 0, 255)); /* * // spriteBatch.Draw(ScreenTexture, startpos, Color.Beige); * * * spriteBatch.Draw(ScreenTexture, newbound[0], Color.Red); * * spriteBatch.Draw(ScreenTexture, newbound[1], Color.Purple); * * spriteBatch.Draw(ScreenTexture, newbound[2], Color.White); * * spriteBatch.Draw(ScreenTexture, newbound[3], Color.White); * * spriteBatch.Draw(ScreenTexture, newbound[4], Color.White); * * spriteBatch.Draw(ScreenTexture, newbound[5], Color.White); * * spriteBatch.Draw(ScreenTexture, newbound[6], Color.White); * * spriteBatch.Draw(ScreenTexture, newbound[7], Color.White); * * spriteBatch.Draw(ScreenTexture, newbound[8], Color.White); * * spriteBatch.Draw(ScreenTexture, newbound[9], Color.White); */ spriteBatch.End(); // If the game is transitioning on or off, fade it out to black. if (TransitionPosition > 0 || pauseAlpha > 0) { float alpha = MathHelper.Lerp(1f - TransitionAlpha, 1f, pauseAlpha / 2); ScreenManager.FadeBackBufferToBlack(alpha); } }