/// <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); byte fade = TransitionAlpha; spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend); spriteBatch.Draw(backgroundTexture, fullscreen, new Color(fade, fade, fade)); try { if (ScreenManager.GetScreens().Length <= 2) { for (int i = 0; i < Gamer.SignedInGamers.Count; i++) { Gamer.SignedInGamers[i].Presence.PresenceMode = GamerPresenceMode.AtMenu; } //menu screen updates should go right under this! //and drawing code too!! wow 2 in 1! // } // #if WINDOWS spriteBatch.DrawString(ScreenManager.Font, "v" + Global_Variables.version, new Vector2(1210, 690), Color.White, 0, Vector2.Zero, .6f, SpriteEffects.None, 0); #region Old entering code if (Guide.IsTrialMode == false) { Microsoft.Xna.Framework.Input.GamePadState gamepad1 = Microsoft.Xna.Framework.Input.GamePad.GetState(PlayerIndex.One); Microsoft.Xna.Framework.Input.GamePadState gamepad2 = Microsoft.Xna.Framework.Input.GamePad.GetState(PlayerIndex.Two); Microsoft.Xna.Framework.Input.GamePadState gamepad3 = Microsoft.Xna.Framework.Input.GamePad.GetState(PlayerIndex.Three); Microsoft.Xna.Framework.Input.GamePadState gamepad4 = Microsoft.Xna.Framework.Input.GamePad.GetState(PlayerIndex.Four); int numberplayersconnected = 0; if (gamepad1.IsConnected) { numberplayersconnected++; } if (gamepad2.IsConnected) { numberplayersconnected++; } if (gamepad3.IsConnected) { numberplayersconnected++; } if (gamepad4.IsConnected) { numberplayersconnected++; } if (numberplayersconnected > 1) { if (gamepad1.IsConnected && player1isplaying == false) { spriteBatch.DrawString(ScreenManager.Font , "\n\rPlayer 1: Press X To Enter!", new Vector2(Convert.ToInt32(ScreenManager.GraphicsDevice.Viewport.Width * .6) , ScreenManager.GraphicsDevice.Viewport.TitleSafeArea.Y + 5 ), Color.LightGreen); } else if (gamepad1.IsConnected && player1isplaying) { spriteBatch.DrawString(ScreenManager.Font , "\n\rPlayer 1: Press Y To Leave!", new Vector2(Convert.ToInt32(ScreenManager.GraphicsDevice.Viewport.Width * .6) , ScreenManager.GraphicsDevice.Viewport.TitleSafeArea.Y + 5 ), Color.LightGreen); } if (gamepad2.IsConnected && player2isplaying == false) { spriteBatch.DrawString(ScreenManager.Font , "\n\r\n\rPlayer 2: Press X To Enter!", new Vector2(Convert.ToInt32(ScreenManager.GraphicsDevice.Viewport.Width * .6) , ScreenManager.GraphicsDevice.Viewport.TitleSafeArea.Y + 5 ), Color.LightBlue); } else if (gamepad2.IsConnected && player2isplaying) { spriteBatch.DrawString(ScreenManager.Font , "\n\r\n\rPlayer 2: Press Y To Leave!", new Vector2(Convert.ToInt32(ScreenManager.GraphicsDevice.Viewport.Width * .6) , ScreenManager.GraphicsDevice.Viewport.TitleSafeArea.Y + 5 ), Color.LightBlue); } if (gamepad3.IsConnected && player3isplaying == false) { spriteBatch.DrawString(ScreenManager.Font , "\n\r\n\r\n\rPlayer 3: Press X To Enter!", new Vector2(Convert.ToInt32(ScreenManager.GraphicsDevice.Viewport.Width * .6) , ScreenManager.GraphicsDevice.Viewport.TitleSafeArea.Y + 5 ), Color.Yellow); } else if (gamepad3.IsConnected && player3isplaying) { spriteBatch.DrawString(ScreenManager.Font , "\n\r\n\r\n\rPlayer 3: Press Y To Leave!", new Vector2(Convert.ToInt32(ScreenManager.GraphicsDevice.Viewport.Width * .6) , ScreenManager.GraphicsDevice.Viewport.TitleSafeArea.Y + 5 ), Color.Yellow); } if (gamepad4.IsConnected && player4isplaying == false) { spriteBatch.DrawString(ScreenManager.Font , "\n\r\n\r\n\r\n\rPlayer 4: Press X To Enter!", new Vector2(Convert.ToInt32(ScreenManager.GraphicsDevice.Viewport.Width * .6) , ScreenManager.GraphicsDevice.Viewport.TitleSafeArea.Y + 5 ), Color.Purple); } else if (gamepad4.IsConnected && player4isplaying) { spriteBatch.DrawString(ScreenManager.Font , "\n\r\n\r\n\r\n\rPlayer 4: Press Y To Leave!", new Vector2(Convert.ToInt32(ScreenManager.GraphicsDevice.Viewport.Width * .6) , ScreenManager.GraphicsDevice.Viewport.TitleSafeArea.Y + 5 ), Color.White); } if (gamepad1.IsButtonDown(Microsoft.Xna.Framework.Input.Buttons.X)) { player1isplaying = true; } if (gamepad2.IsButtonDown(Microsoft.Xna.Framework.Input.Buttons.X)) { player2isplaying = true; } if (gamepad3.IsButtonDown(Microsoft.Xna.Framework.Input.Buttons.X)) { player3isplaying = true; } if (gamepad4.IsButtonDown(Microsoft.Xna.Framework.Input.Buttons.X)) { player4isplaying = true; } if (gamepad1.IsButtonDown(Microsoft.Xna.Framework.Input.Buttons.Y)) { player1isplaying = false; } if (gamepad2.IsButtonDown(Microsoft.Xna.Framework.Input.Buttons.Y)) { player2isplaying = false; } if (gamepad3.IsButtonDown(Microsoft.Xna.Framework.Input.Buttons.Y)) { player3isplaying = false; } if (gamepad4.IsButtonDown(Microsoft.Xna.Framework.Input.Buttons.Y)) { player4isplaying = false; } } } #endregion #endif } catch { } spriteBatch.End(); }