
Untitled
By: a guest on
May 17th, 2012 | syntax:
C# | size: 1.84 KB | hits: 23 | expires: Never
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.Black);
// TODO: Add your drawing code here
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend);
//Sprite drawing goes here. Z-index is worked out based on load order. First loaded sprite goes to back.
spriteBatch.Draw(backgroundImage, backgroundRectangle, Color.White);
Vector2 playerOrigin = new Vector2(player.Sprite.Width / 2, player.Sprite.Height / 2);
spriteBatch.Draw(player.Sprite, player.Location, null, Color.White, player.Rotation, playerOrigin, 1.0f, SpriteEffects.None, 0f);
foreach (Fighter fighter in player.ActiveFighters)
{
fighter.ParticleEngine.Draw(spriteBatch);
Vector2 fighterOrigin = new Vector2(fighter.Sprite.Width / 2, fighter.Sprite.Height / 2);
spriteBatch.Draw(fighter.Sprite, fighter.Location, null, Color.White, fighter.Rotation, fighterOrigin, 1.0f, SpriteEffects.None, 0f);
if (fighter.State == Fighter.StateEnum.Fighting)
{
fireMainGun(fighter, fighter.Target);
}
}
foreach (Enemy enemy in enemyList)
{
enemy.ParticleEngine.Draw(spriteBatch);
Vector2 enemyOrigin = new Vector2(enemy.Sprite.Width / 2, enemy.Sprite.Height / 2);
spriteBatch.Draw(enemy.Sprite, enemy.Location, null, Color.White, enemy.Rotation, enemyOrigin, 1.0f, SpriteEffects.None, 0f);
if (enemy.State == Enemy.StateEnum.Fighting)
{
fireMainGun(enemy, enemy.Target);
}
}
spriteBatch.End();
base.Draw(gameTime);
}