Beispiel #1
0
	virtual void Draw() override
	{
		GetGraphicsDevice().Clear(Color4::White);
		spriteBatch.Begin(BlendState::AlphaBlend);

		for (int i = 0; i < blipCount; i++)
		{
			spriteBatch.Draw(ball, blips[i], scale, origin);
		}

		theta += 0.01f;

		Game::Draw();
		spriteBatch.End();
	}
Beispiel #2
0
bool PauseMenuView::Draw(PauseMenu* menu)
{
    if (menu->isActive())
    {
        SpriteBatch* spriteBatch = game->getGraphics()->getSpriteBatch();
        SpriteFont* spriteFontBig = game->getGraphics()->getSpriteFontBig();
        SpriteFont* spriteFontNormal = game->getGraphics()->getSpriteFontNormal();


        spriteBatch->Begin();

        // From the original 800x600 positions to 1366x768
        // Can be refactored to use inheritance and be dynamic to whatever the screen dimensions are
        float resolutionWidthOffset = 283.0f;
        float resolutionHeightOffset = 84.0f;

        //font->DrawString(sprites, L"AVALANCHE", XMFLOAT2(278, 85), Colors::Purple);
        spriteFontBig->DrawString(spriteBatch, L"AVALANCHE", XMFLOAT2(MENU_TITLE_X, MENU_TITLE_Y), Colors::Purple);

        switch(menu->getPausedPlayer())
        {
        case 0:
            spriteFontNormal->DrawString(spriteBatch, L"PLAYER 1 PAUSED", XMFLOAT2(228.0f + resolutionWidthOffset, 155.0f + resolutionHeightOffset), Colors::Purple);
            break;
        case 1:
            spriteFontNormal->DrawString(spriteBatch, L"PLAYER 2 PAUSED", XMFLOAT2(228.0f + resolutionWidthOffset, 155.0f + resolutionHeightOffset), Colors::Purple);
            break;
        case 2:
            spriteFontNormal->DrawString(spriteBatch, L"PLAYER 3 PAUSED", XMFLOAT2(228.0f + resolutionWidthOffset, 155.0f + resolutionHeightOffset), Colors::Purple);
            break;
        case 3:
            spriteFontNormal->DrawString(spriteBatch, L"PLAYER 4 PAUSED", XMFLOAT2(228.0f + resolutionWidthOffset, 155.0f + resolutionHeightOffset), Colors::Purple);
            break;
        }



        spriteFontNormal->DrawString(spriteBatch, L"resume game", XMFLOAT2(260.0f + resolutionWidthOffset, 213.0f + resolutionHeightOffset), Colors::Silver);
        spriteFontNormal->DrawString(spriteBatch, L"how to play", XMFLOAT2(275.0f + resolutionWidthOffset, 263.0f + resolutionHeightOffset), Colors::Silver);
        spriteFontNormal->DrawString(spriteBatch, L"exit to menu", XMFLOAT2(265.0f + resolutionWidthOffset, 313.0f + resolutionHeightOffset), Colors::Silver);

        switch(menu->getCurrentSelection())
        {
        case 0:
            spriteFontNormal->DrawString(spriteBatch, L"resume game", XMFLOAT2(260.0f + resolutionWidthOffset, 213.0f + resolutionHeightOffset), Colors::Purple);
            break;
        case 1:
            spriteFontNormal->DrawString(spriteBatch, L"how to play", XMFLOAT2(275.0f + resolutionWidthOffset, 263.0f + resolutionHeightOffset), Colors::Purple);
            break;
        case 2:
            spriteFontNormal->DrawString(spriteBatch, L"exit to menu", XMFLOAT2(265.0f + resolutionWidthOffset, 313.0f + resolutionHeightOffset), Colors::Purple);
            break;
        }

        spriteBatch->End();

        game->getGraphics()->getD3D()->getSwapChain()->Present(0,0);
    }

    return true;
}