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楼主 |
发表于 2012-8-4 21:36:11
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接上- public override void Draw(GameTime gameTime)
- {
- ScreenManager.SpriteBatch.Begin(0, null, null, null, null, null, Camera.View);
- if (gameStateMachine.CurrentSate != GameState.None)
- {
- var skyRect = GamePredefinitions.SkyTextureRectangle;
- var seaRect = GamePredefinitions.SeaTextureRectangle;
- ScreenManager.SpriteBatch.Draw(skyTexture, skyRect, Color.White);
- ScreenManager.SpriteBatch.Draw(cloud1Texture, new Rectangle(skyRect.X + cloudStep1, skyRect.Y, skyRect.Width, skyRect.Height), Color.White);
- ScreenManager.SpriteBatch.Draw(cloud2Texture, new Rectangle(skyRect.X + cloudStep2 * 2, skyRect.Y, skyRect.Width, skyRect.Height), Color.White);
- ScreenManager.SpriteBatch.Draw(cloud3Texture, new Rectangle(skyRect.X + cloudStep3 * 3, skyRect.Y, skyRect.Width, skyRect.Height), Color.White);
- ScreenManager.SpriteBatch.Draw(seaTexture, seaRect, Color.White);
- ScreenManager.SpriteBatch.Draw(pirateShipTexture, GamePredefinitions.PirateShipTextureRectangle, Color.White);
- ScreenManager.SpriteBatch.Draw(royalShipTexture, GamePredefinitions.RoyalShipTextureRectangle, Color.White);
- }
- smokeTracePositions.ForEach(e =>
- ScreenManager.SpriteBatch.Draw(smokeTraceTexture, ConvertUnits.ToDisplayUnits(e) + GamePredefinitions.CannonCenter - new Vector2(10, 10),
- null, Color.White, 0f, Vector2.Zero, _scale, SpriteEffects.None, 0f));
- foreach (var textureBody in textureBodies)
- {
- ScreenManager.SpriteBatch.Draw(textureBody.DisplayTexture, ConvertUnits.ToDisplayUnits(textureBody.Body.Position),
- null, Color.White, textureBody.Body.Rotation, textureBody.Origin, _scale, SpriteEffects.None, 0f);
- }
- ScreenManager.SpriteBatch.Draw(cannonTexture, GamePredefinitions.CannonCenter,
- null, Color.White, cannonAngle, new Vector2(40f, 29f), 1f, SpriteEffects.None,
- 0f);
- var hiScoreText = string.Format("hi score: {0}", scoreManager.GetHiScore());
- var scoreText = string.Format("score: {0}", scoreManager.GetScore());
- DrawScoreText(0, 0, hiScoreText);
- DrawScoreText(0, 30, scoreText);
- ScreenManager.SpriteBatch.End();
- _border.Draw();
- base.Draw(gameTime);
- }
复制代码 首先,我们绘制的天空。然后我们绘制以水平不同的速度运动的云 ,然后我们画的大海,然后船。最后,我们得出的动态元素:炮弹,大炮,比分。
最后的思考
我希望你喜欢!如果你有话要说,请到卤面网(codewp7.com)问答区联系我,我会很高兴知道你在想什么。同时wp7交流QQ群172765887中,也能找到我的身影,感谢大家
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