Beispiel #1
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    public void Draw(AD2SpriteBatch sb)
    {
        //Draw the title screen.
        sb.DrawTexture(TitleSreen, 0, 0, Breakout.BaseWidth, Breakout.BaseHeight);

        Utils.DefaultFont.Draw(sb, "PRESS ENTER TO BEGIN", 40, 140, Color.White, 2, true);
    }
Beispiel #2
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 public void DrawObjects(AD2SpriteBatch sb, int camX, int camY, int floorY)
 {
     foreach (AD2Object a in objectRows[floorY])
     {
         sb.DrawTexture(a.t, a.X + -camX, floorY + -(a.t.Height - 1) + -camY);
     }
 }
Beispiel #3
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    private void DrawWorldNoLighting(AD2SpriteBatch sb, int cameraX, int cameraY)
    {
        Map.drawBase(sb, cameraX, cameraY, CastleSpire.BaseWidth, CastleSpire.BaseHeight);

        Item.DrawGlowingItems(sb, allPlayers(), FloorItems, cameraX, cameraY);
        foreach (Item i in FloorItems)
        {
            i.Draw(sb, cameraX, cameraY);
        }

        for (int y = 0; y != CastleSpire.BaseHeight + 120; y++)
        {
            Map.drawObjectLine(sb, cameraX, cameraY, CastleSpire.BaseWidth, CastleSpire.BaseHeight, y);

            //THIS WILL WORK when drawObjectLine correctly does
            //Keep in mind draw object line should look for a low wall then rise up.
            //What this is doing is over-drawing all of the walls.
            foreach (PC p in allPlayers())
            {
                if ((cameraY + y) == (p.Y + (p.Size - 1)))
                {
                    p.Draw(sb, cameraX, cameraY);
                }
            }
        }

        Map.drawAlways(sb, cameraX, cameraY, CastleSpire.BaseWidth, CastleSpire.BaseHeight);
    }
Beispiel #4
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 public void DrawOutline(AD2SpriteBatch sb, int camX, int camY)
 {
     sb.Draw(Outline, new Rectangle((-camX + X + -OffsetX), (-camY + Y + 1 + -OffsetY), Texture.Width / 4, Texture.Height), new Rectangle(16, 0, Texture.Width / 4, Texture.Height), Color.White);
     sb.Draw(Outline, new Rectangle((-camX + X + 1 + -OffsetX), (-camY + Y + -OffsetY), Texture.Width / 4, Texture.Height), new Rectangle(16, 0, Texture.Width / 4, Texture.Height), Color.White);
     sb.Draw(Outline, new Rectangle((-camX + X + -OffsetX), (-camY + Y + -1 + -OffsetY), Texture.Width / 4, Texture.Height), new Rectangle(16, 0, Texture.Width / 4, Texture.Height), Color.White);
     sb.Draw(Outline, new Rectangle((-camX + X + -1 + -OffsetX), (-camY + Y + -OffsetY), Texture.Width / 4, Texture.Height), new Rectangle(16, 0, Texture.Width / 4, Texture.Height), Color.White);
 }
Beispiel #5
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    //Corner args
    public void DrawBars(AD2SpriteBatch sb)
    {
        DrawParams d = generateDrawParams();

        //name
        Utils.DefaultFont.Draw(sb, Player.Name, d.NameX, d.NameY, Color.White, 1, true);
        Coord bar  = findBarPosition(d);
        Coord item = findItemPosition(d, bar);

        //Extended GUI.
        drawExtendedHUD(sb, d, item);


        sb.DrawTexture(StatBar, d.HUDX + bar.X, d.HUDY + bar.Y);

        sb.DrawTexture(ItemFrame, d.HUDX + item.X, d.HUDY + item.Y);

        Utils.DrawRect(sb, d.HUDX + 1 + bar.X, d.HUDY + 1 + bar.Y, 20, 9, Color.Red);
        Utils.DrawRect(sb, d.HUDX + 1 + bar.X, d.HUDY + 11 + bar.Y, 20, 9, Color.Blue);
        Utils.DrawRect(sb, d.HUDX + 1 + bar.X, d.HUDY + 21 + bar.Y, 20, 9, Color.Green);

        Utils.DefaultFont.Draw(sb, Player.HP.ToString(), d.HUDX + 4 + bar.X, d.HUDY + 2 + bar.Y, Color.White, 1, true);
        Utils.DefaultFont.Draw(sb, Player.MP.ToString(), d.HUDX + 4 + bar.X, d.HUDY + 12 + bar.Y, Color.White, 1, true);
        Utils.DefaultFont.Draw(sb, Player.FA.ToString(), d.HUDX + 4 + bar.X, d.HUDY + 22 + bar.Y, Color.White, 1, true);
    }
Beispiel #6
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 //draw the frame, but can be stretched
 public void Draw(AD2SpriteBatch sb, int x, int y, int w, int h)
 {
     if (CurrentAnimation != null)
     {
         CurrentAnimation.Draw(sb, XFrame, YFrame, x, y, w, h);
     }
 }
Beispiel #7
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    public void Draw(AD2SpriteBatch sb)
    {
        sb.DrawTexture(BallTexture, (int)PositionX, (int)PositionY);

        if (DontBeMadTimer < 0)
            Utils.DefaultFont.Draw(sb, "ENJOY THE MUSIC", 40, 212, Color.White, 2, true);
    }
Beispiel #8
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 public override void Draw(PixelFont f,AD2SpriteBatch sb)
 {
     if (HP > 0)
         f.Draw(sb, Symbol.ToString(), BasementExplorer.MapXOffset + X, BasementExplorer.MapYOffset + Y, Color.Red);
     else
         f.Draw(sb, Symbol.ToString(), BasementExplorer.MapXOffset + X, BasementExplorer.MapYOffset + Y, Color.DarkRed);
 }
Beispiel #9
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 //draw the frame, no stretching.
 public void Draw(AD2SpriteBatch sb, int x, int y, Color tint)
 {
     if (CurrentAnimation != null)
     {
         CurrentAnimation.Draw(sb, XFrame, YFrame, x, y, tint);
     }
 }
    protected override void AD2Draw(AD2SpriteBatch primarySpriteBatch)
    {
        LinkedList<int[]> coords = new LinkedList<int[]>();
        int[] coord = new int[] { P.X + (P.Size / 2), P.Y + (P.Size / 2) };
        coords.AddFirst(coord);

        //TODO: Don't like this behavior of map.
        TestMap.DrawBase(primarySpriteBatch,-MapXOffset,-MapYOffset);

        foreach (Creature e in DeadCreatures)
        {
            e.Draw(IBMFont, primarySpriteBatch);
        }

        foreach (Item i in ItemsOnGround)
        {
            i.Draw(IBMFont, primarySpriteBatch);
        }

        foreach (Creature e in AliveCreatures)
        {
            e.Draw(IBMFont, primarySpriteBatch);
        }

        //THIS is UGLY.
        TestMap.RenderRoofs(primarySpriteBatch, TestMap.getLOS(coords,-MapXOffset,-MapYOffset), -MapXOffset, -MapYOffset);

        //Draw borders around the map.
        Utils.DrawRect(primarySpriteBatch, 0, 0, 70, 300, Color.Black);
        Utils.DrawRect(primarySpriteBatch, 400 - 70, 0, 70, 300, Color.Black);
        Utils.DrawRect(primarySpriteBatch, 0, 0, 400, 20, Color.Black);
        Utils.DrawRect(primarySpriteBatch, 0, 280, 400, 20, Color.Black);

        H.Draw(IBMFont, primarySpriteBatch);
    }
Beispiel #11
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 public void DrawOutline(AD2SpriteBatch sb, int camX, int camY)
 {
     sb.Draw(Outline, new Rectangle((-camX + X + -OffsetX), (-camY + Y + 1 + -OffsetY), Texture.Width / 4, Texture.Height), new Rectangle(16, 0, Texture.Width / 4, Texture.Height), Color.White);
     sb.Draw(Outline, new Rectangle((-camX + X + 1 + -OffsetX), (-camY + Y + -OffsetY), Texture.Width / 4, Texture.Height), new Rectangle(16, 0, Texture.Width / 4, Texture.Height), Color.White);
     sb.Draw(Outline, new Rectangle((-camX + X + -OffsetX), (-camY + Y + -1 + -OffsetY), Texture.Width / 4, Texture.Height), new Rectangle(16, 0, Texture.Width / 4, Texture.Height), Color.White);
     sb.Draw(Outline, new Rectangle((-camX + X + -1 + -OffsetX), (-camY + Y + -OffsetY), Texture.Width / 4, Texture.Height), new Rectangle(16, 0, Texture.Width / 4, Texture.Height), Color.White);
 }
Beispiel #12
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    private void drawExtendedHUD(AD2SpriteBatch sb, DrawParams d, Coord item)
    {
        //back panel
        int hideOffset = (d.ReflectX ? (PanelWidth + -(int)(Extend * PanelWidth)) : (-PanelWidth + (int)(Extend * PanelWidth)));

        sb.DrawTexture(BackPanel, d.HUDX + hideOffset, d.HUDY);

        Coord portrait = findPortraitPosition(d, hideOffset);

        int   itemHideOffset = (d.ReflectX ? (ItemFrameWidth + -(int)(Extend * ItemFrameWidth)) : (-ItemFrameWidth + (int)(Extend * ItemFrameWidth)));
        Coord itemBar        = findItemBarPosition(d, item, itemHideOffset);


        //portrait
        if (d.ReflectX)
        {
            sb.DrawTextureHFlip(RaceUtils.GetPotrait(Player.Race), d.HUDX + portrait.X, d.HUDY + portrait.Y);
            sb.DrawTextureHFlip(ItemFrameBig, d.HUDX + itemBar.X, d.HUDY + itemBar.Y);
        }
        else
        {
            sb.DrawTexture(RaceUtils.GetPotrait(Player.Race), d.HUDX + portrait.X, d.HUDY + portrait.Y);
            sb.DrawTexture(ItemFrameBig, d.HUDX + itemBar.X, d.HUDY + itemBar.Y);
        }
    }
Beispiel #13
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 public void DrawObjects(AD2SpriteBatch sb, int camX, int camY, int floorY)
 {
     foreach (AD2Object a in objectRows[floorY])
     {
         sb.DrawTexture(a.t, a.X + -camX, floorY + -(a.t.Height - 1) + -camY);
     }
 }
Beispiel #14
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 // Here we instantiate the Graphics Device, set the screen res, then allow the users to load stuff
 protected override void LoadContent()
 {
     Renderer.GraphicsDevice = Renderer.GraphicsDeviceManager.GraphicsDevice;
     PrimarySpriteBatch = new AD2SpriteBatch(Renderer.GraphicsDevice);
     Renderer.setResolution(BaseWidth, BaseHeight);
     Utils.Load();
     AD2LoadContent();
 }
Beispiel #15
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 // Here we instantiate the Graphics Device, set the screen res, then allow the users to load stuff
 protected override void LoadContent()
 {
     Renderer.GraphicsDevice = Renderer.GraphicsDeviceManager.GraphicsDevice;
     PrimarySpriteBatch = new AD2SpriteBatch(Renderer.GraphicsDevice);
     Renderer.setResolution(BaseWidth, BaseHeight);
     Utils.Load();
     AD2LoadContent();
 }
Beispiel #16
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    public static void Draw(AD2SpriteBatch sb, Clock c)
    {
        Utils.DrawRect(sb, (CastleSpire.BaseWidth / 2) - (Width / 2), CastleSpire.BaseHeight - 7, Width, 7, Color.Black);

        Utils.DefaultFont.Draw(sb, c.MonthDay(), (CastleSpire.BaseWidth / 2) - (Width / 2) + 1, CastleSpire.BaseHeight - 7, Color.Orange, 1);

        Utils.DefaultFont.Draw(sb, c.HourMin(), (CastleSpire.BaseWidth / 2) - 1, CastleSpire.BaseHeight - 7, Color.Orange, 1);

        Utils.DefaultFont.Draw(sb, c.AMPM(), (CastleSpire.BaseWidth / 2) + 17, CastleSpire.BaseHeight - 7, Color.Orange, 1);
    }
Beispiel #17
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    public static void Draw(AD2SpriteBatch sb, Clock c)
    {
        Utils.DrawRect(sb, (CastleSpire.BaseWidth / 2) - (Width / 2), CastleSpire.BaseHeight - 7, Width, 7, Color.Black);

        Utils.DefaultFont.Draw(sb, c.MonthDay(), (CastleSpire.BaseWidth / 2) - (Width / 2) + 1, CastleSpire.BaseHeight - 7,Color.Orange,1);

        Utils.DefaultFont.Draw(sb, c.HourMin(), (CastleSpire.BaseWidth / 2) - 1, CastleSpire.BaseHeight - 7, Color.Orange, 1);

        Utils.DefaultFont.Draw(sb, c.AMPM(), (CastleSpire.BaseWidth / 2) + 17, CastleSpire.BaseHeight - 7, Color.Orange, 1);
    }
    protected override void AD2Draw(AD2SpriteBatch primarySpriteBatch)
    {
        primarySpriteBatch.DrawTexture(baseMap, -camX, -camY);

        for (int y = 0; y != objectsList.Length; y++)
        {
            foreach (AD2Object a in objectsList[y])
            {
                if (Viewmode.Equals(Viewmodes.Object))
                {
                    primarySpriteBatch.DrawTexture(a.t, a.X + -camX, y + -(a.t.Height - 1) + -camY);
                }
                if (Viewmode.Equals(Viewmodes.FiftyPercent))
                {
                    primarySpriteBatch.DrawTexture(a.collide, a.X + -camX, y + -(a.t.Height - 1) + -camY, new Color(1f, 1f, 1f, 1f));
                    primarySpriteBatch.DrawTexture(a.t, a.X + -camX, y + -(a.t.Height - 1) + -camY, new Color(1f, 1f, 1f, 0.7f));
                }
                if (Viewmode.Equals(Viewmodes.Collide))
                {
                    primarySpriteBatch.DrawTexture(a.collide, a.X + -camX, y + -(a.t.Height - 1) + -camY);
                }
            }

            if (putMode && camY + mouseY + (TextureList[putPointer].Height - 1) == y)
            {
                if (Viewmode.Equals(Viewmodes.Object))
                {
                    primarySpriteBatch.DrawTexture(TextureList[putPointer], mouseX, mouseY);
                }
                else
                {
                    primarySpriteBatch.DrawTexture(CollideTextureList[putPointer], mouseX, mouseY);
                    primarySpriteBatch.DrawTexture(TextureList[putPointer], mouseX, mouseY, new Color(1f, 1f, 1f, 0.7f));
                }
            }
        }

        if (!putMode)
        {
            primarySpriteBatch.DrawTexture(mouse, mouseX, mouseY);
        }

        //GUI on top
        Utils.DrawRect(primarySpriteBatch, 0, 0, BaseWidth, 10, new Color(0.5f, 0.5f, 0.5f, 0.5f));
        Utils.DefaultFont.Draw(primarySpriteBatch, "F1/NEW  F2/SAVE  F3/LOAD  F4/HELP  V/VIEW  C/COLLIDE  R/RULER", 1, 1, Color.White, 1, true, Color.Black);

        if (objectsCanCollide)
        {
            primarySpriteBatch.DrawTexture(allowCollide, BaseWidth - 10, 0);
        }
        else
        {
            primarySpriteBatch.DrawTexture(disableCollide, BaseWidth - 10, 0);
        }
    }
Beispiel #19
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    public void Draw(AD2SpriteBatch sb)
    {
        Renderer.GraphicsDevice.Clear(Color.White);

        //figure out camera stuff
        int cameraX = 0;
        int cameraY = 0;

        foreach (PC p in allPlayers())
        {
            cameraX += p.X - (CastleSpire.BaseWidth / 2);
            cameraY += p.Y - (CastleSpire.BaseHeight / 2);
        }

        cameraX /= allPlayers().Count;
        cameraY /= allPlayers().Count;

        //no soul lighitng
        // l.center_x = p.x + player.size/2;
        //l.center_y = player.y + player.size/2;

        DrawWorldNoLighting(sb, cameraX, cameraY);
        Lightmap.RenderLightMap(sb, AmbientLight.AmbientColor(Clock), cameraX, cameraY, CastleSpire.BaseWidth, CastleSpire.BaseHeight);


        /*** LIGHTING STUFF
         * /**
         * //Before dawn, draw a lightsource at the player spot. That way he/she can see a little bit.
         * if (clock.hours() < AmbientLight.hourDawn || clock.hours() >= AmbientLight.hourDusk)
         * {
         *    soul = new Light(soulcol, player.x + (player.size / 2), player.y + (player.size / 2), 7, 40);
         *    lights.AddFirst(soul);
         * }
         * if (clock.hours() == AmbientLight.hourDawn && (clock.minutes() < 20))
         * {
         *    soul = new Light(Utils.mix(20 * 60,(60 * clock.minutes()) + clock.seconds(),soulcol, AmbientLight.ambientColor(clock)), player.x + (player.size / 2), player.y + (player.size / 2), 7,40);
         *    lights.AddFirst(soul);
         * }
         * if (clock.hours() == AmbientLight.hourSunset && (clock.minutes() > 40))
         * {
         *   soul = new Light(Utils.mix(20 * 60, (60 * (clock.minutes() - 40 ) ) + clock.seconds(), AmbientLight.ambientColor(clock), soulcol) , player.x + (player.size / 2), player.y + (player.size / 2), 7, 40);
         *   lights.AddFirst(soul);
         * }
         * //Nancies();
         */
        for (int i = 0; i != 4; i++)
        {
            if (HUDs[i] != null)
            {
                HUDs[i].Draw(sb);
            }
        }

        ClockHUD.Draw(sb, Clock);
    }
Beispiel #20
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    public void Draw(AD2SpriteBatch sb)
    {
        Renderer.GraphicsDevice.Clear(new Color(20, 0, 28));
        Utils.DefaultFont.Draw(sb, "CHOOSE YOUR CHARACTER", 50, 50, Color.White, 3);
        Pirate.Draw(sb, 10 + 50, 10 + 100, 24 * 2, 32 * 2);
        Dragon.Draw(sb, 10 + 100, 10 + 100, 24 * 2, 32 * 2);
        Meximage.Draw(sb, 10 + 150, 10 + 100, 24 * 2, 32 * 2);
        Ninja.Draw(sb, 10 + 200, 10 + 100, 24 * 2, 32 * 2);

        sb.DrawTexture(Arrow, 63 + (50 * CharacterSelect), 91, Color.DarkOrange);
    }
Beispiel #21
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    public void Draw(AD2SpriteBatch sb)
    {
        Renderer.GraphicsDevice.Clear(Color.White);

        //figure out camera stuff
        int cameraX = 0;
        int cameraY = 0;

        foreach(PC p in allPlayers())
        {
            cameraX += p.X - (CastleSpire.BaseWidth / 2);
            cameraY += p.Y - (CastleSpire.BaseHeight / 2);
        }

        cameraX /= allPlayers().Count;
        cameraY /= allPlayers().Count;

        //no soul lighitng
           // l.center_x = p.x + player.size/2;
        //l.center_y = player.y + player.size/2;

        DrawWorldNoLighting(sb, cameraX,cameraY);
        Lightmap.RenderLightMap(sb, AmbientLight.AmbientColor(Clock), cameraX, cameraY, CastleSpire.BaseWidth, CastleSpire.BaseHeight);

        /*** LIGHTING STUFF
          /**
          //Before dawn, draw a lightsource at the player spot. That way he/she can see a little bit.
          if (clock.hours() < AmbientLight.hourDawn || clock.hours() >= AmbientLight.hourDusk)
          {
              soul = new Light(soulcol, player.x + (player.size / 2), player.y + (player.size / 2), 7, 40);
              lights.AddFirst(soul);
          }
          if (clock.hours() == AmbientLight.hourDawn && (clock.minutes() < 20))
          {
              soul = new Light(Utils.mix(20 * 60,(60 * clock.minutes()) + clock.seconds(),soulcol, AmbientLight.ambientColor(clock)), player.x + (player.size / 2), player.y + (player.size / 2), 7,40);
              lights.AddFirst(soul);
          }
         if (clock.hours() == AmbientLight.hourSunset && (clock.minutes() > 40))
         {
             soul = new Light(Utils.mix(20 * 60, (60 * (clock.minutes() - 40 ) ) + clock.seconds(), AmbientLight.ambientColor(clock), soulcol) , player.x + (player.size / 2), player.y + (player.size / 2), 7, 40);
             lights.AddFirst(soul);
         }
         //Nancies();
         */
        for (int i = 0; i != 4; i++)
        {
            if(HUDs[i] != null)
                HUDs[i].Draw(sb);
        }

        ClockHUD.Draw(sb, Clock);
    }
Beispiel #22
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 protected override void AD2Draw(AD2SpriteBatch primarySpriteBatch)
 {
     switch (GameState)
     {
         //Draw appropriate graphics.
         case State.Title:
             T.Draw(primarySpriteBatch);
             break;
         case State.InGame:
             Game.Draw(primarySpriteBatch);
             break;
     }
 }
Beispiel #23
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 public static void DrawGlowingItems(AD2SpriteBatch sb, LinkedList <PC> activeCharacters, LinkedList <Item> items, int camX, int camY)
 {
     foreach (PC c in activeCharacters)
     {
         foreach (Item item in items)
         {
             if (item.collide(c))
             {
                 item.DrawOutline(sb, camX, camY);
                 break;
             }
         }
     }
 }
Beispiel #24
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 public void Draw(AD2SpriteBatch sb)
 {
     //Draw the GUI.
     sb.DrawTexture(GUIBackground, Breakout.StageWidth + 25, 94, 10, 16);
     Utils.DefaultFont.Draw(sb, "LEVEL", Breakout.StageWidth + 4, 4, Color.Red, 1);
     Utils.DefaultFont.Draw(sb, "1", Breakout.StageWidth + 24, 0, Color.White, 3);
     Utils.DefaultFont.Draw(sb, "SCORE:", Breakout.StageWidth + 4, 30, Color.Red, 1);
     Utils.DefaultFont.Draw(sb, (Ball.Points * 100).ToString(), Breakout.StageWidth + 25, 38, Color.White, 1);
     Utils.DefaultFont.Draw(sb, "HIGH", Breakout.StageWidth + 4, 54, Color.Red, 1);
     Utils.DefaultFont.Draw(sb, "SCORE:", Breakout.StageWidth + 12, 62, Color.Red, 1);
     Utils.DefaultFont.Draw(sb, (Ball.Points * 100).ToString(), Breakout.StageWidth + 25, 70, Color.White, 1);
     Utils.DefaultFont.Draw(sb, "LIVES", Breakout.StageWidth + 4, 86, Color.Red, 1);
     Utils.DefaultFont.Draw(sb, "X" + Ball.BallsLeft.ToString(), Breakout.StageWidth + 36, 100, Color.White, 1);
 }
Beispiel #25
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    public static void DrawGlowingItems(AD2SpriteBatch sb, LinkedList<PC> activeCharacters, LinkedList<Item> items, int camX, int camY)
    {
        foreach (PC c in activeCharacters)
        {
            foreach (Item item in items)
            {
                if (item.collide(c))
                {
                    item.DrawOutline(sb, camX, camY);
                    break;
                }
            }

        }
    }
Beispiel #26
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    protected override void AD2Draw(AD2SpriteBatch primarySpriteBatch)
    {
        Level.drawBase(primarySpriteBatch, CamX, 0);
        Player.draw(primarySpriteBatch, CamX);

        foreach (Baddie b in Baddies)
        {
            b.draw(primarySpriteBatch, CamX);
        }

        foreach (Bullet b in Bullets)
        {
            primarySpriteBatch.DrawTexture(Bullet.texture, b.x + -2 + -CamX, b.y + -2);
        }
    }
Beispiel #27
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    public void RenderLightMap(AD2SpriteBatch sb, Color ambient, int camX, int camY, int w, int h)
    {
        Renderer.GraphicsDevice.SetRenderTarget(LightMapR);
        ClearToAmbient(ambient);

        LightBatch.Begin(SpriteSortMode.Deferred, Alphacomp, null, null, null);

        foreach (Light l in Lights)
        {
            DrawLight(l, camX, camY);
        }

        LightBatch.End();

        Renderer.GraphicsDevice.SetRenderTarget(null);

        ToTransparent();
        sb.DrawTexture(TransMap, 0, 0);
    }
Beispiel #28
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    public static void Draw(AD2SpriteBatch sb)
    {
        switch (GState)
        {
        case State.Title:
            Title.Draw(sb);
            break;

        case State.CharSelect:
            CharSelect.Draw(sb);
            break;

        case State.InGame:
            InGame.Draw(sb);
            break;
        }

        //Utils.DefaultFont.Draw(sb, LastDelta.IsRunningSlowly ? "SLOW!" : "", 100, 1, Color.BlanchedAlmond, 1, true);
    }
Beispiel #29
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    public void RenderLightMap(AD2SpriteBatch sb, Color ambient, int camX, int camY, int w, int h)
    {
        Renderer.GraphicsDevice.SetRenderTarget(LightMapR);
        ClearToAmbient(ambient);

        LightBatch.Begin(SpriteSortMode.Deferred, Alphacomp, null, null, null);

        foreach (Light l in Lights)
        {
            DrawLight(l,camX,camY);
        }

         LightBatch.End();

        Renderer.GraphicsDevice.SetRenderTarget(null);

        ToTransparent();
        sb.DrawTexture(TransMap,0,0);
    }
Beispiel #30
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    public void Draw(AD2SpriteBatch sb)
    {
        //Draw the background.
        Background.Draw(sb);
        //Draw the GUI.
        GUI.Draw(sb);
        //Draw the player's paddle.
        Player.Draw(sb);

        //Draw the bricks.
        foreach(Brick br in Bricks)
            br.Draw(sb);

        //Draw all the balls.
        foreach (Ball b in Balls)
            b.Draw(sb);
        //gg
        if (Ball.Dead)
            Utils.DefaultFont.Draw(sb, "GAME OVER", 25, 30, Color.Red, 4, true);
    }
Beispiel #31
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    //Corner args
    public void DrawBars(AD2SpriteBatch sb)
    {
        DrawParams d = generateDrawParams();
        //name
        Utils.DefaultFont.Draw(sb, Player.Name, d.NameX, d.NameY, Color.White, 1, true);
        Coord bar = findBarPosition(d);
        Coord item = findItemPosition(d, bar);
        //Extended GUI.
        drawExtendedHUD(sb, d,item);

        sb.DrawTexture(StatBar, d.HUDX + bar.X, d.HUDY + bar.Y);

        sb.DrawTexture(ItemFrame, d.HUDX + item.X, d.HUDY  + item.Y);

        Utils.DrawRect(sb, d.HUDX + 1 + bar.X, d.HUDY + 1 + bar.Y, 20, 9, Color.Red);
        Utils.DrawRect(sb, d.HUDX + 1 + bar.X, d.HUDY + 11 + bar.Y, 20, 9, Color.Blue);
        Utils.DrawRect(sb, d.HUDX + 1 + bar.X, d.HUDY + 21 + bar.Y, 20, 9, Color.Green);

        Utils.DefaultFont.Draw(sb, Player.HP.ToString(), d.HUDX + 4 + bar.X, d.HUDY + 2 + bar.Y, Color.White, 1, true);
        Utils.DefaultFont.Draw(sb, Player.MP.ToString(), d.HUDX + 4 + bar.X, d.HUDY + 12 + bar.Y, Color.White, 1, true);
        Utils.DefaultFont.Draw(sb, Player.FA.ToString(), d.HUDX + 4 + bar.X, d.HUDY + 22 + bar.Y, Color.White, 1, true);
    }
Beispiel #32
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 protected override void AD2Draw(AD2SpriteBatch sb)
 {
     GS.Draw(sb);
 }
Beispiel #33
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    public static void Draw(AD2SpriteBatch sb)
    {
        switch (GState)
        {
            case State.Title:
                Title.Draw(sb);
                break;
            case State.CharSelect:
                CharSelect.Draw(sb);
                break;
            case State.InGame:
                InGame.Draw(sb);
                break;
        }

        //Utils.DefaultFont.Draw(sb, LastDelta.IsRunningSlowly ? "SLOW!" : "", 100, 1, Color.BlanchedAlmond, 1, true);
    }
Beispiel #34
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 public void DrawAlways(AD2SpriteBatch sb, int x, int y)
 {
     if (AlwaysMap == null)
         return;
     sb.Draw(AlwaysMap, new Rectangle(0, 0, ScreenWidth, ScreenHeight), new Rectangle(x, y, ScreenWidth, ScreenHeight), Color.White);
 }
Beispiel #35
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 public void DrawBase(AD2SpriteBatch sb, int x, int y)
 {
     sb.Draw(BaseMap, new Rectangle(0, 0, ScreenWidth, ScreenHeight), new Rectangle(x, y, ScreenWidth, ScreenHeight), Color.White);
 }
Beispiel #36
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 //Consider a camera
 public void Draw(AD2SpriteBatch sb, int cameraX, int cameraY)
 {
     Anim.Draw(sb, X + -cameraX, Y + -cameraY);
 }
Beispiel #37
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 public void Draw(AD2SpriteBatch sb)
 {
     DrawBars(sb);
 }
Beispiel #38
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 public void draw(AD2SpriteBatch sb, int camX)
 {
     Animation.Draw(sb, X - camX, Y);
 }
Beispiel #39
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 public void draw(AD2SpriteBatch sb,int camX)
 {
     Animation.Draw(sb,X - camX, Y);
 }
Beispiel #40
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 public static void DrawRect(AD2SpriteBatch sb, int x, int y, int w, int h, Color c)
 {
     sb.DrawTexture(WhiteRect, x, y, w, h, c);
 }
Beispiel #41
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 public void DrawBase(AD2SpriteBatch sb, int x, int y)
 {
     sb.Draw(BaseMap, new Rectangle(0, 0, ScreenWidth, ScreenHeight), new Rectangle(x, y, ScreenWidth, ScreenHeight), Color.White);
 }
Beispiel #42
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 public void DrawAlways(AD2SpriteBatch sb, int x, int y)
 {
     if (AlwaysMap == null)
         return;
     sb.Draw(AlwaysMap, new Rectangle(0, 0, ScreenWidth, ScreenHeight), new Rectangle(x, y, ScreenWidth, ScreenHeight), Color.White);
 }
Beispiel #43
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 //Consider a camera
 public void Draw(AD2SpriteBatch sb, int cameraX, int cameraY )
 {
     Anim.Draw(sb, X + - cameraX, Y + - cameraY);
 }
Beispiel #44
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 protected abstract void AD2Draw(AD2SpriteBatch primarySpriteBatch);
Beispiel #45
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 public override void Draw(PixelFont f, AD2SpriteBatch sb)
 {
     f.Draw(sb, Symbol.ToString(), BasementExplorer.MapXOffset + X, BasementExplorer.MapYOffset + Y, (HP > 0) ? MainColor : DarkColor);
 }
Beispiel #46
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 public void Draw(AD2SpriteBatch sb)
 {
     sb.Draw(Splash, new Rectangle(0, 0, 360, 270), Color.White);
     //TODO: f.draw center.
     Utils.DefaultFont.Draw(sb, "PRESS ENTER", 100, 200, Color.White, 3, true);
 }
Beispiel #47
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    private void drawExtendedHUD(AD2SpriteBatch sb, DrawParams d, Coord item)
    {
        //back panel
        int hideOffset = (d.ReflectX ? (PanelWidth + -(int)(Extend * PanelWidth)) : (-PanelWidth + (int)(Extend * PanelWidth)));

        sb.DrawTexture(BackPanel, d.HUDX + hideOffset, d.HUDY);

        Coord portrait = findPortraitPosition(d, hideOffset);

        int itemHideOffset = (d.ReflectX ? (ItemFrameWidth + -(int)(Extend * ItemFrameWidth)) : (-ItemFrameWidth + (int)(Extend * ItemFrameWidth)));
        Coord itemBar = findItemBarPosition(d, item, itemHideOffset);

        //portrait
        if (d.ReflectX)
        {
            sb.DrawTextureHFlip(RaceUtils.GetPotrait(Player.Race), d.HUDX + portrait.X, d.HUDY + portrait.Y);
            sb.DrawTextureHFlip(ItemFrameBig, d.HUDX + itemBar.X, d.HUDY + itemBar.Y);
        }
        else
        {
            sb.DrawTexture(RaceUtils.GetPotrait(Player.Race), d.HUDX + portrait.X, d.HUDY + portrait.Y);
            sb.DrawTexture(ItemFrameBig, d.HUDX + itemBar.X, d.HUDY + itemBar.Y);
        }
    }
Beispiel #48
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 public static void DrawRect(AD2SpriteBatch sb, int x, int y, int w, int h, Color c)
 {
     sb.DrawTexture(WhiteRect, x, y, w, h, c);
 }
Beispiel #49
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    public void Draw(PixelFont f, AD2SpriteBatch sb)
    {
        Utils.DrawRect(sb, 0, 0, 200, 20, Player.DarkColor);
        Utils.DrawRect(sb, 0, 0, 70, 150, Player.DarkColor);

        //print message in message zone.
        f.Draw(sb, Messages.CurrentMessage.RevealedText(), 2, 11, Color.White);
        f.Draw(sb, Messages.LastMessage.RevealedText(), 2, 1, Color.White);

        //Print HP Bar.
        Utils.DrawRect(sb, 1, 23, 67, 13, Color.White);
        if (Player.HP > 0)
        {
            Utils.DrawRect(sb, 2, 24, (int)(65 * ((double)Player.HP / Player.MaxHP())), 11, Color.Red);
        }

        string HPmsg = Player.HP +"";
        //center it up.
        //ignore space of last letter.
        f.Draw(sb, HPmsg, 35 - ((f.GetWidth(HPmsg, true) - 2) / 2), 26,Color.White,1,true);

        PrimaryWeapon primaryDisplay = PrimaryWeaponDisplay == null ? Player.PrimaryWeapon : PrimaryWeaponDisplay;

        if (PrimaryWeaponDisplay != null)
        {
            Utils.DrawRect(sb, 0, 37, 70, 59, Player.MainColor);

        }

        if (primaryDisplay != null)
        {
            f.Draw(sb, primaryDisplay.Name, 2, 38, Color.White, 1);

            f.Draw(sb, "Pow:  " + primaryDisplay.Power(Player), 2, 48, Color.White);
            f.Draw(sb, "Acc:  " + primaryDisplay.Accuracy(Player), 2, 58, Color.White);
            //Special ability here if applicable.
            //TODO: CRIT, +HP, -HP, STUN,
            f.Draw(sb, primaryDisplay.SpecialMessage(), 2, 68, Color.White);
            f.Draw(sb, primaryDisplay.WarningMessage(Player), 2, 78, Color.Gray);
        } else
        {
            f.Draw(sb, "Punch", 2, 38, Color.White, 1);

            f.Draw(sb, "Pow:  " + Player.PunchPower(), 2, 48, Color.White);
            f.Draw(sb, "Acc:  " + (Player).PunchAccuracy(), 2, 58, Color.White);

        }

        f.Draw(sb, "9 Darts", 2, 98, Color.White);
        f.Draw(sb, "Pow:  99", 2, 108, Color.White);
        f.Draw(sb, "Range 99", 2, 118, Color.White);

        Utils.DrawRect(sb, 24, 129, 12, 12, Color.Yellow);
        for (int i = 3; i < 62; i = i + 11)
        {
            Utils.DrawRect(sb, i, 130, 10, 10, Color.Gray);
        }

        f.Draw(sb, ".", 1+4, 131, Color.White);
        f.Draw(sb, "=", 1+15, 131, Color.Red);
        f.Draw(sb, ",", 1+26, 131, Color.Green);
        f.Draw(sb, "Y", 1+37, 131, Color.Brown);
    }
Beispiel #50
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 public abstract void Draw(PixelFont f, AD2SpriteBatch sb);
Beispiel #51
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 public void Draw(AD2SpriteBatch sb)
 {
     DrawBars(sb);
 }
Beispiel #52
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 protected override void AD2Draw(AD2SpriteBatch sb)
 {
     GS.Draw(sb);
 }
Beispiel #53
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 protected abstract void AD2Draw(AD2SpriteBatch primarySpriteBatch);
Beispiel #54
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 public void Draw(AD2SpriteBatch sb)
 {
     sb.DrawTexture(PaddleTexture, (int)PositionX, PositionY);
 }
 public override void Draw(PixelFont f, AD2SpriteBatch sb)
 {
     if (OnFloor)
         f.Draw(sb, Symbol.ToString(), BasementExplorer.MapXOffset +  X, BasementExplorer.MapYOffset + Y, this.Color);
 }