protected override void Draw(GameTime gameTime) { bloom.BeginDraw(); bloom.Settings = BloomSettings.PresetSettings[7]; //bloom off
GraphicsDevice.Clear(Color.Black); spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null, null); if (bombs.bombsAlive > 0) bombs.Draw(spriteBatch);
spriteBatch.End();
bloom.Settings = BloomSettings.PresetSettings[6]; //bloom on spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null, null);
if (lasers.lasersAlive > 0) lasers.Draw(spriteBatch);
spriteBatch.End(); bloom.Settings = BloomSettings.PresetSettings[7]; //bloom off spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null, null); if (enemies.enemiesAlive > 0) enemies.Draw(spriteBatch); if (projectiles.bulletsAlive > 0) projectiles.Draw(spriteBatch); spriteBatch.End(); base.Draw(gameTime); }
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