protected override void Draw(GameTime gameTime)
        {
            _fpsCounter.Draw(gameTime);
            var fps = $"FPS: {_fpsCounter.FramesPerSecond}";

            GraphicsDevice.Clear(Color.Black);

            _spriteBatch.Begin();

            _ecs.Draw(gameTime);

            _spriteBatch.DrawString(_font, fps, new Vector2(16, 16), Color.White);

#if DEBUG
            var entityCount = $"Active Entities Count: {_entityManager.ActiveEntitiesCount}";
            //var removedEntityCount = $"Removed Entities TotalCount: {_ecs.TotalEntitiesRemovedCount}";
            var totalEntityCount = $"Allocated Entities Count: {_entityManager.TotalEntitiesCount}";

            _spriteBatch.DrawString(_font, entityCount, new Vector2(16, 62), Color.White);
            _spriteBatch.DrawString(_font, totalEntityCount, new Vector2(16, 92), Color.White);
            //_spriteBatch.DrawString(_font, removedEntityCount, new Vector2(32, 122), Color.Yellow);
#endif

            _spriteBatch.End();
        }
Beispiel #2
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        public override void Draw(GameTime gameTime)
        {
            // TODO: Add your drawing code here
            GraphicsDevice.BlendState       = BlendState.AlphaBlend;
            GraphicsDevice.SamplerStates[0] = SamplerState.PointClamp;
            GraphicsDevice.RasterizerState  = RasterizerState.CullNone;

            var viewMatrix       = _camera.GetViewMatrix();
            var projectionMatrix = Matrix.CreateOrthographicOffCenter(0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height, 0, 0f, -1f);

            _mapRenderer.Draw(_map, ref viewMatrix, ref projectionMatrix);

            DrawText();

            _fpsCounter.Draw(gameTime);

            _player.Draw(GameRef.SpriteBatch, _camera);

            foreach (var p in _players)
            {
                p.Draw(GameRef.SpriteBatch, _camera);
            }


            base.Draw(gameTime);
        }
Beispiel #3
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        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);
            Viewport viewport = GraphicsDevice.Viewport;

            base.Draw(gameTime);


            // Only draw if we are Debugging
            #if DEBUG
            fps.Draw(gameTime);
            string fpsText      = "FPS: " + fps.FramesPerSecond;
            float  fpsTextWidth = bitmapFont.MeasureString(fpsText).Width;
            spriteBatch.Begin();
            spriteBatch.DrawString(bitmapFont, fpsText, new Vector2(viewport.Width - fpsTextWidth, 0), Color.White);
            spriteBatch.End();
            #endif
            if (MusicPlayer.GotBeat())
            {
                spriteBatch.Begin();
                spriteBatch.Draw(circle32, new Rectangle((int)(viewport.Width - 256), 8, 16, 16), Color.Red);
                spriteBatch.End();
            }

            UserInterface.Active.Draw(spriteBatch);
        }
Beispiel #4
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        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);


            _spriteBatch.Begin();
            _fpsCounter.Draw(gameTime);
            Window.Title = $"{"FPS"} {_fpsCounter.FramesPerSecond}";

            //draw board
            foreach (var tile in _board)
            {
                if (tile.Selected)
                {
                    _spriteBatch.Draw(_sudokuTiles, tile.Rect, CreateTileRectangle(tile.Value), Color.Yellow);
                }
                else if (tile.Editable)
                {
                    _spriteBatch.Draw(_sudokuTiles, tile.Rect, CreateTileRectangle(tile.Value), Color.Beige);
                }
                else
                {
                    _spriteBatch.Draw(_sudokuTiles, tile.Rect, CreateTileRectangle(tile.Value), Color.White);
                }
            }

            for (var i = 0; i < _logLines.Count; i++)
            {
                var logLine = _logLines[i];
                _spriteBatch.DrawString(_bitmapFont, logLine, new Vector2(4, i * _bitmapFont.LineHeight), Color.Red * 0.2f);
            }

            if (_currentState == GameStates.PLAYING)
            {
                _spriteBatch.DrawString(_impactFont, _gameTimer.Elapsed.ToString("mm\\:ss"),
                                        new Vector2((Window.ClientBounds.Width / 4) * 3, 0), Color.Gray);

                _spriteBatch.DrawString(_impactFont, "Score: " + _score.ToString(), new Vector2((Window.ClientBounds.Width / 4) * 3, 30), Color.White);
            }

            if (_currentState == GameStates.WIN || _currentState == GameStates.LOSE)
            {
                _spriteBatch.DrawString(_impactFont, "Score: " + _score.ToString(), new Vector2((Window.ClientBounds.Width / 4) * 3, 5), Color.White);
            }
            if (_currentState == GameStates.WIN)
            {
                _spriteBatch.Draw(_youWin, new Vector2((Window.ClientBounds.Width - _youWin.Width) / 2, Window.ClientBounds.Height / 3), Color.White);
            }
            if (_currentState == GameStates.LOSE)
            {
                _spriteBatch.Draw(_youLose, new Vector2((Window.ClientBounds.Width - _youWin.Width) / 2, Window.ClientBounds.Height / 3), Color.White);
            }

            _spriteBatch.End();

            // TODO: Add your drawing code here

            base.Draw(gameTime);
        }
Beispiel #5
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        protected override void Draw(GameTime gameTime)
        {
#if DEBUG
            _frames.Draw(gameTime);
            Window.Title = $"Alien Hunt (Debug) - {_frames.FramesPerSecond} fps";
#endif
            base.Draw(gameTime);
        }
Beispiel #6
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 /// <summary>
 /// This is called when the game should draw itself.
 /// </summary>
 /// <param name="gameTime">Provides a snapshot of timing values.</param>
 protected override void Draw(GameTime gameTime)
 {
     _fpsCounter.Draw(gameTime);
     DrawSceneToTexture(renderTarget, gameTime);
     GraphicsDevice.Clear(Color.Black);
     UserInterface.Active.Draw(spriteBatch);
     spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone);
     spriteBatch.Draw(renderTarget, new Rectangle(0, 0, Globals.PreferredBackBufferWidth, Globals.PreferredBackBufferHeight), Globals.Luminosity);
     spriteBatch.End();
     base.Draw(gameTime);
 }
Beispiel #7
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        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.Black);

            _fpsCounter.Draw(gameTime);
            Window.Title = $"{_currentDemo?.Name} {_fpsCounter.FramesPerSecond}";

            base.Draw(gameTime);

            _currentDemo?.OnDraw(gameTime);

            _guiSystem.Draw(gameTime);
        }
Beispiel #8
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        public void Draw(SpriteBatch spriteBatch)
        {
            var originalViewport = spriteBatch.GraphicsDevice.Viewport;

            spriteBatch.GraphicsDevice.Viewport = _viewport;
            spriteBatch.Begin(samplerState: SamplerState.PointWrap, transformMatrix: _viewportAdapter.GetScaleMatrix());

            Controls.Draw(spriteBatch);
            _fps.Draw();

            spriteBatch.End();
            spriteBatch.GraphicsDevice.Viewport = originalViewport;
        }
Beispiel #9
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        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);
            Viewport viewport = GraphicsDevice.Viewport;

            // Only draw if we are Debugging
            #if DEBUG
            fps.Draw(gameTime);
            string fpsText = "FPS: " + fps.FramesPerSecond;
            spriteBatch.Begin();
            spriteBatch.DrawString(bitmapFont, fpsText, new Vector2(viewport.Width - (bitmapFont.MeasureString(fpsText).Width), 0), Color.White);
            spriteBatch.End();
            #endif

            base.Draw(gameTime);
        }
Beispiel #10
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        protected override void Draw(GameTime gameTime)
        {
            base.Draw(gameTime);

            GraphicsDevice.Clear(Color.Black);

            DrawModel();

            _mainPanel._labelCamera.Text = "Camera: " + _scene.Camera.ToString();
            _mainPanel._labelFps.Text    = "FPS: " + _fpsCounter.FramesPerSecond;
            _mainPanel._labelMeshes.Text = "Meshes: " + _renderer.Statistics.MeshesDrawn;

            Desktop.Render();

            _fpsCounter.Draw(gameTime);
        }
Beispiel #11
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        public override void Draw(GameTime gameTime)
        {
            fpsCounter.Draw(gameTime);

            Nocubeless.SpriteBatch.DrawString(font,
                                              "Player coordinates:\n" + PlayerCoordinates.ToString() +
                                              "\nIn chunk: " + ChunkCoordinates.ToString() +
                                              "\nPreviewable cube coordinates:\n" + ((Nocubeless.CubeWorld.PreviewableCube is null) ? "{None}" : Nocubeless.CubeWorld.PreviewableCube.Coordinates.ToString()) +
                                              "\n\nCurrent state: " + state,
                                              coordinatesDrawPosition, Color.Black);

            Nocubeless.SpriteBatch.DrawString(font,
                                              "FPS: " + fpsCounter.FramesPerSecond.ToString(CultureInfo.CurrentCulture),
                                              fpsDrawPosition, Color.Black);

            base.Draw(gameTime);
        }
Beispiel #12
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        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            GraphicsDevice.BlendState       = BlendState.AlphaBlend;
            GraphicsDevice.SamplerStates[0] = SamplerState.PointClamp;
            GraphicsDevice.RasterizerState  = RasterizerState.CullNone;

            var viewMatrix       = _camera.GetViewMatrix();
            var projectionMatrix = Matrix.CreateOrthographicOffCenter(0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height, 0, 0f, -1f);

            _mapRenderer.Draw(_map, ref viewMatrix, ref projectionMatrix, _customEffect);

            DrawText();

            _fpsCounter.Draw(gameTime);

            base.Draw(gameTime);
        }
Beispiel #13
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        protected override void Draw(GameTime gameTime)
        {
            base.Draw(gameTime);

            _gcMemoryLabel.Text     = string.Format("GC Memory: {0} kb", GC.GetTotalMemory(false) / 1024);
            _fpsLabel.Text          = string.Format("FPS: {0}", _fpsCounter.FramesPerSecond);
            _widgetsCountLabel.Text = string.Format("Visible Widgets: {0}", _desktop.CalculateTotalWidgets(true));

            GraphicsDevice.Clear(Color.Black);

            _desktop.Bounds = new Rectangle(0, 0,
                                            GraphicsDevice.PresentationParameters.BackBufferWidth,
                                            GraphicsDevice.PresentationParameters.BackBufferHeight);
            _desktop.Render();

            _drawCallsLabel.Text = string.Format("Draw Calls: {0}", GraphicsDevice.Metrics.DrawCount);

            _fpsCounter.Draw(gameTime);
        }
Beispiel #14
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        public void Draw(SpriteBatch spriteBatch)
        {
            _drawFrames++;
            _drawStopwatch.Start();

            _fps.Draw();
            //spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointWrap);
            spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive);

            _scrollingBackground.Draw(spriteBatch);
            _gameState.Draw(spriteBatch);

            _lblTest.Draw(spriteBatch);
            _lblFps.Text = $"FPS: {_fps.FramesPerSecond}";
            _lblFps.Draw(spriteBatch);

            spriteBatch.End();

            _drawStopwatch.Stop();
            BenchmarkMetrics.Instance.Metrics["SpaceShooterGame.Draw"] = new Metric(_drawStopwatch.Elapsed.TotalMilliseconds, _drawFrames);
        }
Beispiel #15
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        protected override void Draw(GameTime gameTime)
        {
            Window.Title = _fpsCounter.FramesPerSecond.ToString();

            var graphicsDevice = GraphicsDevice;

            graphicsDevice.Clear(Color.CornflowerBlue);

            // update the matrices
            _worldMatrix      = Matrix.Identity;
            _viewMatrix       = _effect.View = Matrix.Identity;
            _projectionMatrix = _effect.Projection = Matrix.CreateOrthographicOffCenter(0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height, 0, 0, -1);

            // comment and uncomment either of the two below lines to compare

            DrawSpritesWithBatcher2D();
            //DrawSpritesWithSpriteBatch();

            base.Draw(gameTime);

            _fpsCounter.Draw(gameTime);
        }
Beispiel #16
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        public override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.SlateGray);

            spriteBatch.Begin(samplerState: SamplerState.PointClamp);

            spriteBatch.Draw(ball.Sprite, ball.Position, ball.Rotation, ball.Scale);
            spriteBatch.Draw(playerPaddle.Sprite, playerPaddle.Position, playerPaddle.Rotation, playerPaddle.Scale);
            spriteBatch.Draw(aiPaddle.Sprite, aiPaddle.Position, aiPaddle.Rotation, aiPaddle.Scale);
            spriteBatch.DrawString(
                gameFont,
                "Score",
                new Vector2(ScreenWidth / 2.35f, ScreenHeight / 8f),
                Color.WhiteSmoke
                );
            spriteBatch.DrawString(
                gameFont,
                playerScore + " | " + aiScore,
                new Vector2(ScreenWidth / 2.35f, ScreenHeight / 6f),
                Color.WhiteSmoke
                );
            fpsCounter.Draw(gameTime);

            if (debug)
            {
                spriteBatch.DrawString(
                    gameFont,
                    "FPS: " + fpsCounter.FramesPerSecond,
                    new Vector2(50, 50),
                    Color.WhiteSmoke
                    );
                spriteBatch.DrawRectangle(playerPaddle.BoundingRectangle, Color.Red, 1);
                spriteBatch.DrawRectangle(aiPaddle.BoundingRectangle, Color.Red, 1);
                spriteBatch.DrawRectangle(ball.BoundingRectangle, Color.Red, 1);
            }

            spriteBatch.End();
        }
Beispiel #17
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        protected override void Draw(GameTime gameTime)
        {
            base.Draw(gameTime);

            GraphicsDevice.Clear(Color.Black);

            DrawModel();

            _mainPanel._labelCamera.Text = "Camera: " + _scene.Camera.ToString();
            _mainPanel._labelFps.Text    = "FPS: " + _fpsCounter.FramesPerSecond;
            _mainPanel._labelMeshes.Text = "Meshes: " + _renderer.Statistics.MeshesDrawn;

            Desktop.Render();

/*			_spriteBatch.Begin();
 *
 *                      _spriteBatch.Draw(_renderer.WaterReflection,
 *                              new Rectangle(0, 500, 600, 300),
 *                              Color.White);
 *
 *                      _spriteBatch.End();*/

            _fpsCounter.Draw(gameTime);
        }
Beispiel #18
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        public void Draw(SpriteBatch spriteBatch, GameTime gameTime)
        {
            _fps.Draw(gameTime);

            spriteBatch.DrawString(_font, _fps.FramesPerSecond.ToString(), _position, _color);
        }