示例#1
0
        // <summary>
        /// Draws the gameplay screen.
        /// </summary>
        public override void Draw(GameTime gameTime)
        {
            bloom.BeginDraw();

            ScreenManager.GraphicsDevice.Clear(ClearOptions.Target,
                                               Color.Black, 0, 0);

            SpriteBatch spriteBatch = ScreenManager.SpriteBatch;

            spriteBatch.Begin(SpriteSortMode.FrontToBack,
                              BlendState.AlphaBlend,
                              null,
                              null,
                              null,
                              null,
                              cam2D.View);
            foreach (SeekerDrone drone in Drones)
            {
                drone.draw(spriteBatch);
            }

            foreach (Square square in Squares)
            {
                square.Draw(spriteBatch);
                if (square.isTouching)
                {
                    ScreenManager.GraphicsDevice.Clear(Color.White);
                }
            }

            foreach (Wall wall in Walls)
            {
                wall.Draw(spriteBatch);
            }

            spriteBatch.Draw(spinningWheel.getTex, spinningWheel.shapeBody.Position * 64, null, Color.White, spinningWheel.shapeBody.Rotation, new Vector2(100, 100), 1f, SpriteEffects.None, 0.8f);
            if (!GamePad.GetState(PlayerIndex.One).IsConnected)
            {
                mouse = Mouse.GetState();
                Vector2 mousePos = new Vector2(mouse.X, mouse.Y);
                spriteBatch.Draw(reticle, mousePos + cam2D.Position - new Vector2(1024 / 2, 768 / 2), null, Color.White, 0f, new Vector2(10, 10), 1f, SpriteEffects.None, 1f);
            }


            playerBody.draw(spriteBatch);



            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);
            }
        }
示例#2
0
        /// <summary>
        /// Draws the background screen.
        /// </summary>
        public override void Draw(GameTime gameTime)
        {
            SpriteBatch spriteBatch = ScreenManager.SpriteBatch;
            Viewport    viewport    = ScreenManager.GraphicsDevice.Viewport;
            Rectangle   fullscreen  = new Rectangle(0, 0, viewport.Width, viewport.Height);

            bloom.Visible = true;
            bloom.BeginDraw();
            spriteBatch.Begin();


            ScreenManager.GraphicsDevice.Clear(ClearOptions.Target,
                                               Color.Black, 0, 0);

            spriteBatch.Draw(backgroundTexture, new Vector2(512 - (backgroundTexture.Width / 2), 10),
                             new Color(TransitionAlpha, TransitionAlpha, TransitionAlpha));

            spriteBatch.End();
        }
示例#3
0
        /// Draws the gameplay screen.
        /// </summary>
        public override void Draw(GameTime gameTime)
        {
            bloom.BeginDraw();

            ScreenManager.GraphicsDevice.Clear(ClearOptions.Target,
                                               Color.Black, 0, 0);

            SpriteBatch spriteBatch = ScreenManager.SpriteBatch;

            spriteBatch.Begin(SpriteSortMode.FrontToBack,
                              BlendState.AlphaBlend,
                              null,
                              null,
                              null,
                              null,
                              cam2D.View);

            spriteBatch.Draw(playerSpwan, new Vector2(0, 0), Color.White);

            foreach (Wall wall in walls)
            {
                wall.Draw(spriteBatch);
            }
            assetPos = new Vector2(mouse.X, mouse.Y) + cam2D.Position - new Vector2(1024 / 2, 768 / 2);

            spriteBatch.Draw(blueWall, assetPos, null, Color.White, assetRotation, new Vector2(blueWall.Width / 2, blueWall.Height / 2), 1f, SpriteEffects.None, 1f);

            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);
            }
        }
示例#4
0
        public override void Draw(GameTime gameTime)
        {
            bloom.BeginDraw();
            batch = ScreenManager.SpriteBatch;
            ScreenManager.GraphicsDevice.Clear(Color.Black);
            batch.Begin();


            batch.Draw(tex, new Vector2(512, 384), null, Color.White, 0f, new Vector2(tex.Width / 2, tex.Height / 2), 1f, SpriteEffects.None, 1f);
            UI.Draw(batch);

            batch.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);
            }
            base.Draw(gameTime);
        }
        /// <summary>
        /// Draws the gameplay screen.
        /// </summary>
        public override void Draw(GameTime gameTime)
        {
            bloom.BeginDraw();

            ScreenManager.GraphicsDevice.Clear(ClearOptions.Target,
                                               Color.Black, 0, 0);

            // Our player and enemy are both actually just text strings.
            SpriteBatch spriteBatch = ScreenManager.SpriteBatch;

            spriteBatch.Begin(SpriteSortMode.FrontToBack,
                              BlendState.AlphaBlend,
                              null,
                              null,
                              null,
                              null,
                              cam2D.View);



            foreach (Square sqaure in Squares)
            {
                sqaure.Draw(spriteBatch);
                if (sqaure.isTouching)
                {
                    ScreenManager.GraphicsDevice.Clear(Color.White);
                }
            }


            foreach (Wall wall in Walls)
            {
                wall.Draw(spriteBatch);
            }
            foreach (Collectable collectable in Collectables)
            {
                collectable.draw(spriteBatch);
            }
            foreach (Shape shape in Shapes)
            {
                shape.Draw(spriteBatch);
                if (shape.isTouching)
                {
                    ScreenManager.GraphicsDevice.Clear(Color.White);
                }
            }

            foreach (Bady bady in Badies)
            {
                foreach (Laser laser in bady.Lasers)
                {
                    if (laser.hasHit)
                    {
                        ScreenManager.GraphicsDevice.Clear(Color.White);
                    }
                }
                bady.Draw(spriteBatch);
            }
            spriteBatch.Draw(circleTex, circleBody.Position * 64, null, Color.White, circleBody.Rotation, new Vector2(20f, 20f), 1f, SpriteEffects.None, 1f);

            foreach (Whip whip in Whips)
            {
                whip.Draw(spriteBatch);
            }
            playerBody.draw(spriteBatch);



            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);
            }
        }
示例#6
0
        /// <summary>
        /// Draws the gameplay screen.
        /// </summary>
        public override void Draw(GameTime gameTime)
        {
            bloom.BeginDraw();

            ScreenManager.GraphicsDevice.Clear(ClearOptions.Target,
                                               Color.Black, 0, 0);

            // Our player and enemy are both actually just text strings.
            SpriteBatch spriteBatch = ScreenManager.SpriteBatch;

            spriteBatch.Begin(SpriteSortMode.FrontToBack,
                              BlendState.AlphaBlend,
                              null,
                              null,
                              null,
                              null,
                              cam2D.View);



            foreach (Square sqaure in Squares)
            {
                sqaure.Draw(spriteBatch);
            }


            foreach (Wall wall in Walls)
            {
                wall.Draw(spriteBatch);
            }
            foreach (Collectable collectable in Collectables)
            {
                collectable.draw(spriteBatch);
            }
            foreach (Shape shape in Shapes)
            {
                shape.Draw(spriteBatch);
                if (shape.isTouching)
                {
                }
            }

            foreach (Bady bady in Badies)
            {
                foreach (Laser laser in bady.Lasers)
                {
                    if (laser.hasHit)
                    {
                    }
                }
                bady.Draw(spriteBatch);
            }
            spriteBatch.Draw(circleTex, circleBody.Position * 64, null, Color.White, circleBody.Rotation, new Vector2(20f, 20f), 1f, SpriteEffects.None, 1f);

            foreach (Whip whip in Whips)
            {
                whip.Draw(spriteBatch);
            }

            if (!(GamePad.GetState(PlayerIndex.One).IsConnected))
            {
                // for some reason I've had to add a get mouse state here? It works in other levels without. Could casue perfomance issues if not checked.
                mouse = Mouse.GetState();
                Vector2 mousePos = new Vector2(mouse.X, mouse.Y);
                spriteBatch.Draw(reticle, mousePos + cam2D.Position - new Vector2(1024 / 2, 768 / 2), null, Color.White, 0f, new Vector2(10, 10), 1f, SpriteEffects.None, 1f);
            }

            playerBody.draw(spriteBatch);



            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);
            }
        }