/// <summary> /// Zeichnen der Elemente /// </summary> /// <param name="spriteBatch"></param> /// <param name="gameTime"></param> public override void Draw(SpriteBatch spriteBatch, GameTime gameTime) { scoreBoard.Draw(spriteBatch, gameTime); ball.Draw(spriteBatch, gameTime); sL.Draw(spriteBatch, gameTime); sR.Draw(spriteBatch, gameTime); }
public void Draw(SpriteBatch spriteBatch, GameTime gameTime) { p1Bounds = new Rectangle(new Vector2(0, 0), spriteBatch.MeasureString(scoreBoardPlayer1, Font)); p2Bounds = new Rectangle(new Vector2(GraphicsDevice.BackBuffer.Width - spriteBatch.MeasureString(scoreBoardPlayer2, Font).X, 0), spriteBatch.MeasureString(scoreBoardPlayer2, Font)); spriteBatch.DrawString(scoreBoardPlayer1, Font, p1Bounds, Color); spriteBatch.DrawString(scoreBoardPlayer2, Font, p2Bounds, Color); }
/// <summary> /// Draws the MenuButton. /// </summary> /// <param name="spriteBatch">The spriteBatch.</param> public override void OnDraw(SpriteBatch spriteBatch) { Vector2 dim = spriteBatch.MeasureString(Text, _font); spriteBatch.DrawString(Text, _font, new Vector2(Position.X - (dim.X/2) + (Size.Width/2), Position.Y - (dim.Y/2) + (Size.Height/2)), IsMouseHoverState ? Color.DarkOrange : Color.White); }
/// <summary> /// Zeichnen der Elemente /// </summary> /// <param name="spriteBatch"></param> /// <param name="gameTime"></param> public override void Draw(SpriteBatch spriteBatch, GameTime gameTime) { switch (SceneMode) { case SceneMode.FirstStart: text = "Bereit?"; gameScene.Draw(spriteBatch, gameTime); break; case SceneMode.Paused: text = "Pausiert"; break; case SceneMode.WonLost: break; case SceneMode.Scored: text = "Bereit?"; gameScene.Draw(spriteBatch, gameTime); break; default: break; } font = new Font("Arial", 50, TypefaceStyle.Bold); position = new Vector2() { X = (graphicsDevice.BackBuffer.Width - spriteBatch.MeasureString(text, font).X) / 2, Y = 100 }; color = Color.White; spriteBatch.DrawString(text, font, position, color); }
public void Draw(SpriteBatch spriteBatch, GameTime gameTime) { if (AnimationComplete) { return; } spriteBatch.DrawString(Text, Font, Position, Color.FromArgb((int)currentAlpha, 255, 255, 255)); }
public void Draw(SpriteBatch spriteBatch, GameTime gameTime) { if (!IsEnabled) { return; } spriteBatch.FillRectangle(Color.FromArgb((int)currentAlpha, 0, 0, 0), display); }
/// <summary> /// Draws the scene. /// </summary> /// <param name="spriteBatch">The spriteBatch.</param> /// <param name="gameTime">The GameTime.</param> public override void Draw(SpriteBatch spriteBatch, GameTime gameTime) { _skyBox.Draw(spriteBatch, gameTime); _entityComposer.Draw(spriteBatch, gameTime); if (!_debugDisplay.Visible) { _scoreBoard.Draw(spriteBatch, gameTime); } _minimap.Draw(spriteBatch, gameTime); _debugDisplay.Draw(spriteBatch, gameTime); _blackBlend.Draw(spriteBatch, gameTime); UIManager.Draw(spriteBatch, gameTime); }
/// <summary> /// Draws the Skybox. /// </summary> /// <param name="spriteBatch">The spriteBatch.</param> /// <param name="gameTime">The GameTime.</param> public void Draw(SpriteBatch spriteBatch, GameTime gameTime) { spriteBatch.DrawTexture(_background, _backgroundPosition); spriteBatch.DrawTexture(_layer1, _layer1Position1); spriteBatch.DrawTexture(_layer2, _layer2Position1); spriteBatch.DrawTexture(_layer1, _layer1Position2); spriteBatch.DrawTexture(_layer2, _layer2Position2); //spriteBatch.DrawTexture(_layer1, _layer1Position3); spriteBatch.DrawTexture(_layer2, _layer2Position3); }
/// <summary> /// Zeichnen der Elemente /// </summary> /// <param name="spriteBatch"></param> /// <param name="gameTime"></param> public override void Draw(SpriteBatch spriteBatch, GameTime gameTime) { text1.Draw(spriteBatch, gameTime); if (text1.AnimationComplete) { text2.Draw(spriteBatch, gameTime); if (text2.AnimationComplete) { text3.Draw(spriteBatch, gameTime); if (text3.AnimationComplete) { } } } }
/// <summary> /// Draws the Scene. /// </summary> /// <param name="spriteBatch">The spriteBatch.</param> /// <param name="gameTime">The GameTime.</param> public override void Draw(SpriteBatch spriteBatch, GameTime gameTime) { spriteBatch.DrawTexture(_background, _backgroundPosition); Vector2 dim = spriteBatch.MeasureString( string.Format("score: {0}", _finalScore), _font); Vector2 dim2 = spriteBatch.MeasureString("Press {Enter} to continue", _font2); Vector2 dim3 = spriteBatch.MeasureString( string.Format("(Achievement multiplier {0}x)", _achievmentMultiplier), _font3); spriteBatch.DrawString( string.Format("score: {0}", _finalScore), _font, new Vector2(400 - dim.X/2, 300), Color.White); spriteBatch.DrawString(string.Format("(Achievement multiplier {0}x)", _achievmentMultiplier), _font3, new Vector2(400 - dim3.X/2, 350), Color.White); spriteBatch.DrawString("Press {Enter} to continue", _font2, new Vector2(400 - dim2.X/2, 420), Color.White); _blackBlend.Draw(spriteBatch, gameTime); }
/// <summary> /// Draws the Scene. /// </summary> /// <param name="spriteBatch">The spriteBatch.</param> /// <param name="gameTime">The GameTime.</param> public override void Draw(SpriteBatch spriteBatch, GameTime gameTime) { _skyBox.Draw(spriteBatch, gameTime); _fadeableText1.Draw(spriteBatch, gameTime); if (_fadeableText1.AnimationComplete) { _fadeableText2.Draw(spriteBatch, gameTime); if (_fadeableText2.AnimationComplete) { _fadeableText3.Draw(spriteBatch, gameTime); if (_fadeableText3.AnimationComplete) { _blackBlend.Draw(spriteBatch, gameTime); } } } }
/// <summary> /// Draws the DebugDisplay. /// </summary> /// <param name="spriteBatch">The spriteBatch.</param> /// <param name="gameTime">The GameTime.</param> public void Draw(SpriteBatch spriteBatch, GameTime gameTime) { if (!Visible) return; foreach (Enemy enemy in _currentEntityComposer.Enemies) { spriteBatch.DrawRectangle(_pen, enemy.Bounds); } foreach (Projectile projectile in _currentEntityComposer.Projectiles) { spriteBatch.DrawRectangle(_pen2, projectile.Bounds); } spriteBatch.DrawRectangle(_pen3, _currentEntityComposer.Player.Bounds); spriteBatch.DrawString(_debugMessage, _font, _display, Color.White); }
/// <summary> /// Draws the Minimap. /// </summary> /// <param name="spriteBatch">The spriteBatch.</param> /// <param name="gameTime">The GameTime.</param> public void Draw(SpriteBatch spriteBatch, GameTime gameTime) { if (!Visible) return; spriteBatch.DrawTexture(_minimap, new Vector2(X, Y), 0.4f); foreach (Vector2 enemy in _enemyPositions) { spriteBatch.FillRectangle(Color.Red, new Rectangle(enemy.X, enemy.Y, 5, 5)); } foreach (Vector2 projectile in _projectilePositions) { spriteBatch.FillRectangle(Color.Blue, new Rectangle(projectile.X, projectile.Y, 2, 2)); } spriteBatch.FillRectangle(Color.Green, new Rectangle(_playerPosition.X, _playerPosition.Y, 5, 5)); }
public override void OnDraw(SpriteBatch spriteBatch) { if (this.IsMouseHoverState) { this.Pen.Color = Color.Yellow; } else { this.Pen.Color = Color.White; } float x = (float)(this.Position.X + (double)(this.Size.Width / 2) - spriteBatch.MeasureString(this.Text, this.Font).X / 2.0); float y = (float)(this.Position.Y + (double)(this.Size.Height / 2) - spriteBatch.MeasureString(this.Text, this.Font).Y / 2.0); Vector2 center = new Vector2(x, y); spriteBatch.DrawRectangle(this.Pen, Sharpex2D.Common.Extensions.UIBoundsExtension.ToRectangle(this.Bounds)); spriteBatch.DrawString(this.Text, this.Font, center, Color.White); }
public override void OnDraw(SpriteBatch spriteBatch) { //if (AnimationComplete) // return; if (this.IsMouseHoverState) { this.Pen.Color = Color.FromArgb((int)currentAlpha, 255, 255, 0); } else { this.Pen.Color = Color.FromArgb((int)currentAlpha, 255, 255, 255); } float x = (float)(this.Position.X + (double)(this.Size.Width / 2) - spriteBatch.MeasureString(this.Text, this.Font).X / 2.0); float y = (float)(this.Position.Y + (double)(this.Size.Height / 2) - spriteBatch.MeasureString(this.Text, this.Font).Y / 2.0); Vector2 center = new Vector2(x, y); spriteBatch.DrawRectangle(this.Pen, Sharpex2D.Common.Extensions.UIBoundsExtension.ToRectangle(this.Bounds)); spriteBatch.DrawString(this.Text, this.Font, center, Color.FromArgb((int)currentAlpha, 255, 255, 255)); }
/// <summary> /// Draws the enemies. /// </summary> /// <param name="spriteBatch">The spriteBatch.</param> /// <param name="gameTime">The GameTime.</param> private void DrawEnemies(SpriteBatch spriteBatch, GameTime gameTime) { foreach (Enemy t in Enemies) { t.Draw(spriteBatch, gameTime); } }
/// <summary> /// Processes a Render. /// </summary> /// <param name="spriteBatch">The SpriteBatch.</param> /// <param name="gameTime">The GameTime.</param> public abstract void Draw(SpriteBatch spriteBatch, GameTime gameTime);
/// <summary> /// Processes a Render. /// </summary> /// <param name="spriteBatch">The SpriteBatch.</param> /// <param name="gameTime">The GameTime.</param> public virtual void OnDrawing(SpriteBatch spriteBatch, GameTime gameTime) { spriteBatch.Begin(); foreach (IGameComponent gameComponent in GameComponentManager) { gameComponent.Draw(spriteBatch, gameTime); } spriteBatch.End(); }
/// <summary> /// Processes a Render. /// </summary> /// <param name="spriteBatch">The SpriteBatch.</param> /// <param name="gameTime">The GameTime.</param> void IDrawable.Draw(SpriteBatch spriteBatch, GameTime gameTime) { OnDrawing(spriteBatch, gameTime); }
/// <summary> /// Zeichnen der Elemente /// </summary> /// <param name="spriteBatch"></param> /// <param name="gameTime"></param> public void Draw(SpriteBatch spriteBatch, GameTime gameTime) { spriteBatch.DrawTexture(Texture, Position); }
/// <summary> /// Draws the damage indicators. /// </summary> /// <param name="spriteBatch">The spriteBatch.</param> /// <param name="gameTime">The GameTime.</param> private void DrawDamageIndicators(SpriteBatch spriteBatch, GameTime gameTime) { foreach (var indicator in _scoreIndicators) { indicator.Draw(spriteBatch, gameTime); } }
/// <summary> /// Draws the EntityComposer. /// </summary> /// <param name="spriteBatch">The spriteBatch.</param> /// <param name="gameTime">The GameTime.</param> public void Draw(SpriteBatch spriteBatch, GameTime gameTime) { Player.Draw(spriteBatch, gameTime); DrawEnemies(spriteBatch, gameTime); DrawProjectiles(spriteBatch, gameTime); DrawExplosions(spriteBatch, gameTime); DrawDamageIndicators(spriteBatch, gameTime); }
/// <summary> /// Draws the Player. /// </summary> /// <param name="spriteBatch">The spriteBatch.</param> /// <param name="gameTime">The GameTime.</param> public override void Draw(SpriteBatch spriteBatch, GameTime gameTime) { if (!_isVisible) return; spriteBatch.DrawTexture(Sprite, Position); }
/// <summary> /// Draws the Player. /// </summary> /// <param name="spriteBatch">The spriteBatch.</param> /// <param name="gameTime">The GameTime.</param> public override void Draw(SpriteBatch spriteBatch, GameTime gameTime) { spriteBatch.DrawTexture(Sprite, Position); }
/// <summary> /// Draws the Scene. /// </summary> /// <param name="spriteBatch">The spriteBatch.</param> /// <param name="gameTime">The GameTime.</param> public override void Draw(SpriteBatch spriteBatch, GameTime gameTime) { spriteBatch.DrawTexture(_menuBackground, _menuPosition); UIManager.Draw(spriteBatch, gameTime); _blackBlend.Draw(spriteBatch, gameTime); }
/// <summary> /// Draws the projectiles. /// </summary> /// <param name="spriteBatch">The spriteBatch.</param> /// <param name="gameTime">The GameTime.</param> private void DrawExplosions(SpriteBatch spriteBatch, GameTime gameTime) { foreach (Explosion t in Explosions) { t.Draw(spriteBatch, gameTime); } }
/// <summary> /// Draws the BlackBlend. /// </summary> /// <param name="spriteBatch">The spriteBatch.</param> /// <param name="gameTime">The GameTime.</param> public void Draw(SpriteBatch spriteBatch, GameTime gameTime) { if (!IsEnabled) return; spriteBatch.FillRectangle(Color.FromArgb(_alpha, 0, 0, 0), _display); }
/// <summary> /// Updates the game message. /// </summary> /// <param name="spriteBatch">The SpriteBatch.</param> /// <param name="gameTime">The GameTime.</param> private void DrawGameMessage(SpriteBatch spriteBatch, GameTime gameTime) { GameMessage.Instance.Draw(spriteBatch, gameTime); }
/// <summary> /// Draws the Player. /// </summary> /// <param name="spriteBatch">The spriteBatch.</param> /// <param name="gameTime">The GameTime.</param> public override void Draw(SpriteBatch spriteBatch, GameTime gameTime) { if (!_isVisible) return; spriteBatch.DrawTexture(Sprite, Position); //healthbar if (!EnableHPBar) return; spriteBatch.FillRectangle(Color.Red, _healthBarRed); spriteBatch.FillRectangle(Color.Green, _healthBarGreen); }
/// <summary> /// Draws the projectiles. /// </summary> /// <param name="spriteBatch">The spriteBatch.</param> /// <param name="gameTime">The GameTime.</param> private void DrawProjectiles(SpriteBatch spriteBatch, GameTime gameTime) { foreach (Projectile t in Projectiles) { t.Draw(spriteBatch, gameTime); } }