Beispiel #1
0
        /// <summary>
        /// Draws all LayerElements in view
        /// </summary>
        /// <param name="camera">Current view to draw</param>
        public void Draw(CameraManager camera)
        {
            //Sorts layers lowest to highest
            LayerList.Sort(delegate(Layer x, Layer y)
            {
                return(x.Depth.CompareTo(y.Depth));
            });

            //create transformation matrix for different screen resolutions and apply it at drawing
            float   horScaling           = (float)GraphicsDevice.PresentationParameters.BackBufferWidth / BaseScreenSize.X;
            float   verScaling           = (float)GraphicsDevice.PresentationParameters.BackBufferHeight / BaseScreenSize.Y;
            Vector3 screenScalingFactor  = new Vector3(horScaling, verScaling, 1);
            Matrix  globalTransformation = Matrix.CreateScale(screenScalingFactor);

            SpriteBatch.Begin(SpriteSortMode.Deferred, null, null, null, null, null, globalTransformation);
            //apply previous transformation
            foreach (Layer l in LayerList)
            {
                foreach (ISpriteInterface le in l.elementList)
                {   //draw texture at position * zoom relative to the camera center at a size*zoom
                    //The actual position of the element in the world + camera position

                    //area of the screen ocupied by the element
                    Rectangle drawElement = getAreaOnScreen(le.Position, le, camera);
                    //draw only if visible, not need to worry about depth as layers are sorted lowest to highest
                    if (drawElement.Intersects(camera.DrawArea))
                    {
                        le.Draw(SpriteBatch, drawElement, camera);
                    }
                }
                if (l.Depth == Player.Depth)
                {
                    Vector2 screenPos = getScreenPos(Player.Position, camera);
                    Player.Sprite.Draw(SpriteBatch, getAreaOnScreen(Player.Position, Player.Sprite, camera), camera);
                }
            }
            SpriteBatch.End();
        }