//Draws everything in the class public void Draw(SpriteBatch spriteBatch) { //to identify which room you are currently in spriteBatch.DrawString(Arial, "Test Room 2", new Vector2(20, 20), Color.Black); //Draws each class m_Blood.Draw(spriteBatch); m_Bullet.Draw(spriteBatch); m_Gun.Draw(spriteBatch); m_Button.Draw(spriteBatch); m_Newspaper.Draw(spriteBatch); m_Speech.Draw(spriteBatch); }
public void Draw(SpriteBatch spriteBatch) { //textures m_Button.Draw(spriteBatch); m_Bullet.Draw(spriteBatch); m_Enemy.Draw(spriteBatch); m_Enemy.anim_Explode.Draw(spriteBatch); m_EnemyBullet.Draw(spriteBatch); m_Gun.Draw(spriteBatch); m_Newspaper.Draw(spriteBatch); m_Speech.Draw(spriteBatch); //to identify which room you are currently in spriteBatch.DrawString(Arial, "Test Room 8", new Vector2(20, 20), Color.Black); }
public void Draw(SpriteBatch spriteBatch) { //draws the explosion foreach (Explosion explosion in m_Explosions) { explosion.Draw(spriteBatch); } //textures m_Button.Draw(spriteBatch); m_Newspaper.Draw(spriteBatch); m_Speech.Draw(spriteBatch); //to identify which room you are currently in spriteBatch.DrawString(Arial, "Test Room 7", new Vector2(20, 20), Color.Black); }
public void Draw(SpriteBatch spriteBatch) { //textures m_Button.Draw(spriteBatch); foreach (var arrow in m_Arrows) { arrow.Draw(spriteBatch); } m_Newspaper.Draw(spriteBatch); m_Speech.Draw(spriteBatch); //to identify which room you are currently in spriteBatch.DrawString(Arial, "Test Room 5", new Vector2(20, 20), Color.Black); }
public void Draw(SpriteBatch spriteBatch) { //Draws every spike in the list foreach (var spike in m_Spikes) { spike.Draw(spriteBatch); } //draws textures m_Button.Draw(spriteBatch); m_Bones.Draw(spriteBatch); m_Newspaper.Draw(spriteBatch); m_Speech.Draw(spriteBatch); //to identify which room you are currently in spriteBatch.DrawString(Arial, "Test Room 4", new Vector2(20, 20), Color.Black); }
public void Draw(SpriteBatch spriteBatch) { //draws every texture in the list foreach (var textbox in m_textBoxes) { textbox.Draw(spriteBatch); } //Question spriteBatch.DrawString(Arial, "How many rooms have you completed so far?", new Vector2(350, 180), Color.White); //Answers spriteBatch.DrawString(Arial, "6", new Vector2(200, m_windowheight / 2 - 20), Color.White); spriteBatch.DrawString(Arial, "5", new Vector2(m_windowwidth.Val / 2, m_windowheight / 2 - 20), Color.White); spriteBatch.DrawString(Arial, "8", new Vector2(m_windowwidth.Val - 200, m_windowheight / 2 - 20), Color.White); //textures m_Newspaper.Draw(spriteBatch); m_Speech.Draw(spriteBatch); }
public void Draw(SpriteBatch spriteBatch) { //Draws every rock in the list foreach (var rock in m_Rocks) { rock.Draw(spriteBatch); } //draws classes m_PressurePlate.Draw(spriteBatch); m_Box.Draw(spriteBatch); m_Newspaper.Draw(spriteBatch); m_Speech.Draw(spriteBatch); //tells player they aren't heavy enough to activate the pressure plate if (PlayerTooHeavy) { spriteBatch.DrawString(Arial, "Not enough weight applied", new Vector2(m_PressurePlate.position.X - 100, m_PressurePlate.position.Y - 50), Color.Black); } //to identify which room you are currently in spriteBatch.DrawString(Arial, "Test Room 3", new Vector2(20, 20), Color.Black); }