Beispiel #1
0
        static void Main(string[] args)
        {
            Console.ForegroundColor = ConsoleColor.Red;
            var matrixEffect = new MatrixEffect
            {
                Text = $"You entered the matrix !{Environment.NewLine}Take the red to pill you leave{Environment.NewLine}or the blue pill to stay{Environment.NewLine}{Environment.NewLine}{Environment.NewLine}Test",
            };

            matrixEffect.StartAsync();
            matrixEffect.Wait();


            matrixEffect = new MatrixEffect
            {
                Text = $"You entered the matrix !{Environment.NewLine}Take the red to pill you leave{Environment.NewLine}or the blue pill to stay{Environment.NewLine}{Environment.NewLine}{Environment.NewLine}Test",

                AdditionalColor    = ConsoleColor.Cyan,
                MatrixColor        = ConsoleColor.DarkBlue,
                MatrixDrawingColor = ConsoleColor.Blue,
                TextForeground     = ConsoleColor.Red
            };

            matrixEffect.StartAsync();
            matrixEffect.Wait();

            Console.WriteLine("finished");
            Console.ReadLine();
        }
Beispiel #2
0
        public override bool Draw(UltimaBatcher2D batcher, int x, int y)
        {
            if (Engine.Profile.Current != null && Engine.Profile.Current.UseXBR)
            {
                // draw regular world

                if (_xBR == null || _xBR.IsDisposed)
                {
                    _xBR = new MatrixEffect(batcher.GraphicsDevice, Resources.xBREffect);
                }

                _xBR.Parameters["textureSize"].SetValue(new Vector2
                {
                    X = _scene.ViewportTexture.Width,
                    Y = _scene.ViewportTexture.Height
                });

                batcher.End();

                batcher.Begin(_xBR);
                batcher.Draw2D(_scene.ViewportTexture, x, y, Width, Height, ref _zero);
                batcher.End();

                batcher.Begin();
            }
            else
            {
                batcher.Draw2D(_scene.ViewportTexture, x, y, Width, Height, ref _zero);
            }


            // draw lights
            if (_scene.UseLights)
            {
                batcher.SetBlendState(_blend);
                batcher.Draw2D(_scene.Darkness, x, y, Width, Height, ref _zero);
                batcher.SetBlendState(null);
            }

            // draw overheads
            _scene.DrawSelection(batcher, x, y);
            _scene.DrawOverheads(batcher, x, y);

            return(base.Draw(batcher, x, y));
        }