Beispiel #1
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 public Terminal(Vector2 position, World w, string t)
     : base(TextureStatic.Get("terminal"), PhysicsShape.Rectangle, position, w)
 {
     fixture.OnCollision  += new OnCollisionEventHandler(OnCollision);
     fixture.OnSeparation += new OnSeparationEventHandler(OnSeparation);
     text = t;
 }
 public void Draw()
 {
     Drawer.Draw(
         TextureStatic.Get("background"),
         Drawer.FullScreenRectangle,
         null,
         Color.White,
         0f,
         Vector2.Zero,
         SpriteEffects.None,
         0f);
     Drawer.DrawString(
         FontStatic.Get("defaultFont"),
         "Score: " + ScoreKeeper.score.ToString(),
         new Vector2(205, 205),
         Color.White,
         0f,
         Vector2.Zero,
         0.4f,
         SpriteEffects.None,
         1f
         );
     foreach (Entity e in m_Entities.Values)
     {
         e.Draw();
     }
 }
Beispiel #3
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        /// <summary>
        /// Draws this instance.
        /// </summary>
        public override void Draw()
        {
            // Write "Paused" at the top-center of the background.
            Drawer.DrawOutlinedString(
                FontStatic.Get("defaultFont"),
                "Paused",
                this.position.Value + this.textDrawPosition,
                Color.White,
                0f,
                this.textDrawOrigin,
                1.2f,
                SpriteEffects.None,
                0.99f);

            // Draw the frame
            Drawer.Draw(
                TextureStatic.Get("BoxArtHolder"),
                this.position.Value,
                null,
                Color.White,
                0f,
                TextureStatic.GetOrigin("BoxArtHolder"),
                1f,
                SpriteEffects.None,
                0.3f);

            if (DateTime.Now.Ticks > this.drawLagTime)
            {
                this.menu.Draw();
            }

            this.background.Draw();
        }
Beispiel #4
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        /// <summary>
        /// Draws this instance.
        /// </summary>
        public override void Draw()
        {
            base.Draw();

            Drawer.Draw(
                TextureStatic.Get("instructionBorder"),
                this.position.Value,
                null,
                Color.White,
                0f,
                TextureStatic.GetOrigin("instructionBorder"),
                1f,
                SpriteEffects.None,
                0.4f);
            Drawer.Draw(
                TextureStatic.Get(this.imageName),
                this.position.Value,
                null,
                Color.White,
                0f,
                TextureStatic.GetOrigin(this.imageName),
                1f,
                SpriteEffects.None,
                0.5f);
        }
        public override void Draw()
        {
            base.Draw();

            // Write "Super Power Robots" at the top-center of the background.
            Drawer.DrawOutlinedString(
                FontStatic.Get("defaultFont"),
                "",
                this.position.Value + this.textDrawPosition,
                Color.White,
                0f,
                this.textDrawOrigin,
                1f,
                SpriteEffects.None,
                0.99f);

            // Draw the frame
            Drawer.Draw(
                TextureStatic.Get("BoxArtHolder"),
                this.position.Value,
                null,
                Color.White,
                0f,
                TextureStatic.GetOrigin("BoxArtHolder"),
                1f,
                SpriteEffects.None,
                0.3f);

            this.menu.Draw();
        }
Beispiel #6
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        /// <summary>
        /// Reference page contains code sample.
        /// </summary>
        /// <param name="gameTime">Time passed since the last call to Draw.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.White);
            spriteBatch.Begin(SpriteSortMode.FrontToBack, BlendState.AlphaBlend);

            ScreenContainer.LayerDepthStart = 0;
            ScreenContainer.LayerDepthEnd   = 1;
            background.Draw();

            screens.Draw();
#if DEBUG
            Drawer.Draw(
                TextureStatic.Get("tileSafeCheck"),
                Drawer.FullScreenRectangle,
                null,
                Color.White,
                0f,
                Vector2.Zero,
                SpriteEffects.None,
                1.0f);
#endif

            spriteBatch.End();
            base.Draw(gameTime);
        }
Beispiel #7
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        /// <summary>
        /// Draws this instance.
        /// </summary>
        public override void Draw()
        {
            base.Draw();

            this.background.Draw();
            Drawer.Draw(
                TextureStatic.Get("instructionBorder"),
                this.position.Value,
                null,
                Color.White,
                0f,
                TextureStatic.GetOrigin("instructionBorder"),
                1f,
                SpriteEffects.None,
                0.3f);

            if (this.viewport.Width > 0)
            {
                GameWorld.spriteBatch.End();
                Viewport previousViewport = GameWorld.spriteBatch.GraphicsDevice.Viewport;
                GameWorld.spriteBatch.GraphicsDevice.Viewport = this.viewport;
                GameWorld.spriteBatch.Begin(SpriteSortMode.FrontToBack, BlendState.AlphaBlend);

                Drawer.DrawOutlinedString(
                    FontStatic.Get("defaultFont"),
                    "Credits",
                    this.position.Value + this.scrollPosition.Value,
                    Color.White,
                    0f,
                    this.titleOrigin,
                    1.3f,
                    SpriteEffects.None,
                    0.8f);
                for (int i = 0; i < this.display.Count; i++)
                {
                    // Only draw if it is going to be on the screen...
                    Vector2 temp = this.position.Value + this.scrollPosition.Value + this.verticleSpacing[i];
                    if (temp.Y > -300 && temp.Y < 2220)
                    {
                        Drawer.DrawOutlinedString(
                            FontStatic.Get("defaultFont"),
                            this.display[i],
                            temp,
                            Color.White,
                            0f,
                            Vector2.Zero,
                            1f,
                            SpriteEffects.None,
                            0.8f);
                    }
                }

                GameWorld.spriteBatch.End();
                GameWorld.spriteBatch.GraphicsDevice.Viewport = previousViewport;
                GameWorld.spriteBatch.Begin(SpriteSortMode.FrontToBack, BlendState.AlphaBlend);
            }
        }
Beispiel #8
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        public Bomb(Vector2 position, World world, Vector2 velocity)
            : base(position, world, TextureStatic.Get("bomb").Width, TextureStatic.Get("bomb").Height)
        {
            body.BodyType = BodyType.Dynamic;
            texture       = TextureStatic.Get("bomb");
            fixture       = FixtureFactory.CreateCircle(TextureStatic.Get("bomb").Width / 2, 1, body);

            laidTime = GameClock.Now;
            world.AddBody(body);
            body.LinearVelocity = velocity;
        }
Beispiel #9
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 public Explosion(Vector2 position, World world, float radius, int power)
     : base(position, world, TextureStatic.Get("solitudeExplosion").Width, TextureStatic.Get("solitudeExplosion").Height)
 {
     body.BodyType = BodyType.Kinematic;
     body.Position = position;
     this.radius   = 1f;
     maxRadius     = radius;
     this.power    = power;
     fixture       = FixtureFactory.CreateCircle(this.maxRadius, 0f, body);
     fixture.CollisionFilter.CollidesWith = Category.None;
     texture = TextureStatic.Get("solitudeExplosion");
 }
 public Background(String asset, String directory, Vector2 pos, Vector2 vel, float dep, bool wr, Object par)
 {
     TextureStatic.Load(asset, directory);
     content   = asset;
     position  = pos;
     velocity  = vel;
     parent    = par;
     depth     = dep;
     wrap      = wr;
     width     = TextureStatic.Get(asset).Width;
     halfwidth = width / 2;
 }
 /// <summary>
 /// Draws this instance.
 /// </summary>
 public void Draw()
 {
     Drawer.Draw(
         TextureStatic.Get("checkers"),
         this.position,
         null,
         this.color,
         this.rotation,
         TextureStatic.GetOrigin("checkers"),
         4f,
         SpriteEffects.None,
         this.layerDepth);
 }
Beispiel #12
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 public virtual void Draw()
 {
     Drawer.Draw(TextureStatic.Get(content),
                 position,
                 null,
                 blend,
                 rotation,
                 origin,
                 scale,
                 flip ? SpriteEffects.FlipHorizontally : SpriteEffects.None,
                 depth
                 );
 }
Beispiel #13
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 /// <summary>
 /// Draws the specified particle.
 /// </summary>
 /// <param name="particle">The particle.</param>
 public void Draw(Particle particle)
 {
     Drawer.Draw(
         TextureStatic.Get("particle3"),
         particle.Position,
         null,
         particle.color,
         particle.Rotation,
         TextureStatic.GetOrigin("particle3"),
         particle.Scale,
         SpriteEffects.None,
         0.11f + 0.088f * (1f - (GameClock.Now - particle.CreationTime) / Duration));
 }
Beispiel #14
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 public Mauler(Vector2 position, World w)
     : base(position, w, TextureStatic.Get("solitudeMauler").Width, TextureStatic.Get("solitudeMauler").Height)
 {
     health               = Settings.maulerHealth;
     world                = w;
     body.BodyType        = BodyType.Dynamic;
     body.Position        = position;
     texture              = TextureStatic.Get("solitudeMauler");
     fixture              = FixtureFactory.CreateCircle(texture.Width / 2, 0.25f, body, Vector2.Zero);
     fixture.OnCollision += new OnCollisionEventHandler(OnCollision);
     world.AddBody(body);
     targetPoint = body.Position;
 }
Beispiel #15
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 public override void Draw()
 {
     Drawer.Draw(
         TextureStatic.Get(textureString),
         body.Position,//new Vector2(body.Position.X - width / 2, body.Position.Y - height / 2),
         drawRectangle,
         Color.White,
         body.Rotation,
         drawOrigin,//TextureStatic.GetOrigin("solitudeWallHandHold"),
         1,
         SpriteEffects.None,
         .8f);
 }
        public override void Draw()
        {
            base.Draw();

            Drawer.Draw(
                TextureStatic.Get("winnerwinnerchickendinner"),
                new Rectangle(1920 / 2, 1080 / 2, 1520, 680),
                new Rectangle(0, 0, 1920, 1080),
                Color.White,
                0f,
                new Vector2(1920 / 2, 1080 / 2),
                SpriteEffects.None,
                0.5f);
        }
Beispiel #17
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 public Fighter(Vector2 position, World w)
     : base(position, w, TextureStatic.Get("fighter").Width, TextureStatic.Get("fighter").Height)
 {
     this.health   = Settings.fighterHealth;
     world         = w;
     lastShot      = GameClock.Now;
     world         = w;
     body.BodyType = BodyType.Dynamic;
     body.Position = position;
     texture       = TextureStatic.Get("fighter");
     fixture       = FixtureFactory.CreateRectangle(texture.Width, texture.Height, 0.25f, Vector2.Zero, body);
     world.AddBody(body);
     targetPoint = body.Position;
 }
Beispiel #18
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 public override void Draw()
 {
     Rendering.Drawer.DrawRectangle(screenSize, 1920f, 0, Color.LightBlue);
     ship.Draw();
     base.Draw();
     Drawer.Draw(TextureStatic.Get("solitudeBorder"),
                 borderOrigin,
                 borderSource,
                 Color.White,
                 0f,
                 Vector2.Zero,
                 Microsoft.Xna.Framework.Graphics.SpriteEffects.None,
                 1f);
 }
Beispiel #19
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        public TyTaylor(World w, Vector2 position) :
            base(position, w, TextureStatic.Get("ty").Width, TextureStatic.Get("ty").Height)
        {
            health        = Settings.TyHealth;
            world         = w;
            lastShot      = GameClock.Now;
            body.BodyType = BodyType.Dynamic;
            body.Position = position;
            texture       = TextureStatic.Get("ty");
            fixture       = FixtureFactory.CreateRectangle(texture.Width, texture.Height, 0.25f, Vector2.Zero, body);
            world.AddBody(body);
            targetPoint = body.Position;

            fixture.OnCollision += new OnCollisionEventHandler(this.OnCollision);
        }
        public override void Draw()
        {
            Drawer.Draw(TextureStatic.Get(content),
                        position,
                        frameR,
                        blend,
                        rotation,
                        origin,
                        scale,
                        flip ? SpriteEffects.FlipHorizontally : SpriteEffects.None,
                        depth
                        );

            //Drawer.DrawRectangle(new Rectangle((int)(position.X - origin.X), (int)(position.Y - origin.Y), (int)dimensions.X, (int)dimensions.Y), 1.0f, depth - 0.01f, Color.Red);
        }
        public void Draw()
        {
            foreach (Bone b in bones)
            {
                //if (b.Texture == "") continue;

                Drawer.Draw(
                    TextureStatic.Get(b.Texture),
                    b.Position + (Vector2.UnitY * yoffset),
                    null,
                    b.Blend,
                    flip ? (float)Math.PI - b.Angle : b.Angle,
                    flip ? new Vector2(b.Origin.X, b.Width - b.Origin.Y) : b.Origin,
                    b.Scale,
                    flip ? SpriteEffects.FlipVertically : SpriteEffects.None,
                    this.depth + b.Depth);

                //Drawer.DrawLine(b.BoundingRect[0], b.BoundingRect[1], 1.0f, 1.0f, Color.Orange);
                //Drawer.DrawLine(b.BoundingRect[1], b.BoundingRect[2], 1.0f, 1.0f, Color.Orange);
                //Drawer.DrawLine(b.BoundingRect[2], b.BoundingRect[3], 1.0f, 1.0f, Color.Orange);
                //Drawer.DrawLine(b.BoundingRect[3], b.BoundingRect[0], 1.0f, 1.0f, Color.Orange);

                //Drawer.DrawRectangle(Collision2D.BoundingRectangle(b.BoundingRect), 1.0f, 1.0f, Color.Yellow * 0.5f);

                //List<Vector2> tri1 = Collision2D.TriangleFromRectangle(b.BoundingRect, true);
                //List<Vector2> tri2 = Collision2D.TriangleFromRectangle(b.BoundingRect, false);
                //for (int i = 0; i < 3; i++)
                //{
                //    Drawer.DrawLine(tri1[i], tri1[(i + 1) % 3], 1.0f, 1.0f, Color.Pink);
                //}

                //for (int i = 0; i < 3; i++)
                //{
                //    Drawer.DrawLine(tri2[i], tri2[(i + 1) % 3], 1.0f, 1.0f, Color.Pink);
                //}
            }

            /*Drawer.DrawString(
             *  FontStatic.Get("defaultFont"),
             *  progress.ToString(),
             *  this.Origin,
             *  Color.White,
             *  0f,
             *  Vector2.Zero,
             *  1.0f,
             *  SpriteEffects.None,
             *  0.9f);*/
        }
Beispiel #22
0
 /// <summary>
 /// Draws this instance.
 /// </summary>
 public void Draw()
 {
     Drawer.Draw(
         TextureStatic.Get("gradient"),
         this.DisplayRectangle,
         null,
         Color.Blue,
         0f,
         Vector2.Zero,
         SpriteEffects.None,
         this.layerDepth);
     foreach (Hypercube hypercube in this.hypercubes)
     {
         hypercube.Draw();
     }
 }
Beispiel #23
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 public Sentinel(Vector2 position, Vector2 velocity, World w, int rate)
     : base(position, w, TextureStatic.Get("sentinel").Width, TextureStatic.Get("sentinel").Height)
 {
     health              = Settings.sentinelHealth;
     patrolRate          = rate;
     lastShot            = GameClock.Now;
     lastTurn            = lastShot;
     world               = w;
     body.BodyType       = BodyType.Dynamic;
     speed               = velocity;
     body.LinearVelocity = velocity;
     //body.Position = position;
     texture = TextureStatic.Get("sentinel");
     fixture = FixtureFactory.CreateRectangle(texture.Width, texture.Height, 0.25f, Vector2.Zero, body);
     world.AddBody(body);
 }
Beispiel #24
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        public Player(Vector2 position, World world)
            : base(position, world, (float)Player.width, (float)Player.height)
        {
            body.BodyType = BodyType.Dynamic;
            PlayerFixture = FixtureFactory.CreateEllipse(width / 2, height / 2, 32, .2f, body);
            //PlayerFixture = FixtureFactory.CreateRectangle(width, height, .05f, Vector2.Zero, body, null);
            PlayerFixture.Restitution = .8f;
            texture = TextureStatic.Get("solitudePlayer");

            enterPosition = new Vector2(900, 830);

            Reset();

            hpBar = new HealthBar(oxygen, oxygenCap);
            fBar  = new FuelBar(fuel, fuelCap);
            //lCnt = new LivesCount();
        }
Beispiel #25
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        public void Update(float dTime)
        {
            m_Time += dTime;
            if (m_reloading > 0)
            {
                m_reloading -= dTime;
            }

            if (this.m_firing && weaponType == WeaponType.gun)
            {
                Body tempBody = BodyFactory.CreateBody(m_SPRWorld.World);
                tempBody.BodyType = BodyType.Dynamic;
                tempBody.IsBullet = true;
                float rotation = this.GetAbsRotation();
                tempBody.Position = this.GetAbsPosition() + 45 * Settings.MetersPerPixel * (new Vector2((float)Math.Cos(rotation), (float)Math.Sin(rotation)));
                tempBody.SetTransform(tempBody.Position, 0);
                Fixture f = FixtureFactory.CreateCircle(4 * Settings.MetersPerPixel, 1f, tempBody);
                f.OnCollision += Projectile.OnBulletHit;
                Vector2    initialVelocity = new Vector2((float)Math.Cos(rotation), (float)Math.Sin(rotation)) / 10;
                Projectile justFired       = new Projectile(m_SPRWorld, tempBody, TextureStatic.Get("Projectile"), initialVelocity, this.GetAbsRotation(), 5, 5 * Settings.MetersPerPixel, 5 * Settings.MetersPerPixel, m_power, 1);
                f.UserData = justFired;

                this.m_SPRWorld.AddEntity(justFired);
                this.m_firing = false;
            }

            if (!this.m_firing && weaponType == WeaponType.melee)
            {
                m_AxeJoint.MotorSpeed = 0;
            }

            if (this.m_firing && weaponType == WeaponType.melee)
            {
                m_AxeJoint.MotorSpeed = (float)Math.Cos(m_Time * 10) * 10;
                this.m_firing         = false;
            }

            // Similar to Entity.Update()
            if (this.m_health <= 0f)
            {
                this.m_owner.RemoveWeapon(this);
            }

            this.m_SPRWorld.World.ProcessChanges();
        }
        /// <summary>
        /// Draws this instance.
        /// </summary>
        public void Draw()
        {
            Drawer.Draw(
                TextureStatic.Get("titleNameBorder"),
                this.titleBorderPosition,
                null,
                Color.White,
                0f,
                TextureStatic.GetOrigin("titleNameBorder"),
                1f,
                SpriteEffects.None,
                0.97f);

            this.background.Draw();
            this.titleString.Draw();
            this.descriptionString.Draw();
            this.aAndXButtonDisplay.Draw();
        }
Beispiel #27
0
        /// <summary>
        /// The origins of each image, for quick reference.
        /// </summary>
        /// <param name="asset">The name of the asset you want to use.</param>
        /// <param name="directory">The directory containing the asset.</param>
        public Sprite(String asset, String directory, Vector2 pos, Vector2 org, Object parentObj)
        {
            TextureStatic.Load(asset, directory);
            position = pos;
            origin   = org;
            depth    = 1.0f;
            flip     = false;
            blend    = Color.White;
            rotation = 0.0f;
            scale    = 1.0f;
            content  = asset;
            parent   = parentObj;
            Texture2D t = TextureStatic.Get(asset);

            dimensions = new Vector2(t.Width, t.Height);
            bounding   = dimensions;
            bposition  = origin;
        }
        /// <summary>
        /// Draws this instance.
        /// </summary>
        public virtual void Draw()
        {
            if (!string.IsNullOrEmpty(this.Info.BoxArt))
            {
                Drawer.Draw(
                    TextureStatic.Get("BoxArtHolder"),
                    this.Position.Value,
                    null,
                    Color.White,
                    0f,
                    TextureStatic.GetOrigin("BoxArtHolder"),
                    1f,
                    SpriteEffects.None,
                    this.LayerDepth - 0.04f);

                Drawer.Draw(
                    TextureStatic.Get(this.Info.BoxArt),
                    this.Position.Value,
                    null,
                    Color.White,
                    0f,
                    TextureStatic.GetOrigin(this.Info.BoxArt),
                    1f,
                    SpriteEffects.None,
                    this.LayerDepth);
            }
            else
            {
                Drawer.Draw(
                    TextureStatic.Get("BoxArtHolder"),
                    this.Position.Value,
                    null,
                    Color.White,
                    0f,
                    TextureStatic.GetOrigin("BoxArtHolder"),
                    1f,
                    SpriteEffects.None,
                    this.LayerDepth + 0.04f);

                this.background.Draw();
            }
        }
Beispiel #29
0
        /// <summary>
        /// Draws this instance.
        /// </summary>
        public override void Draw()
        {
            Drawer.Draw(
                TextureStatic.Get("colorSwirl"),
                this.backgroundDrawLocation,
                null,
                Color.White,
                this.backgroundDrawRotation,
                TextureStatic.GetOrigin("colorSwirl"),
                4f,
                SpriteEffects.None,
                0f);

            foreach (RandomColorEffect effect in this.effects)
            {
                effect.Draw();
            }

            base.Draw();
        }
        public void Draw()
        {
            position += velocity;
            if (position.X < Camera2D.cam.Pos.X - halfwidth && wrap)
            {
                position = new Vector2(Camera2D.cam.Pos.X + halfwidth, position.Y);
            }

            if (wrap)
            {
                int bgnum     = (int)Math.Ceiling((Cloud.screenWidth * (1 / Camera2D.cam.Zoom)) / width);
                int bgnumhalf = bgnum / 2;
                for (int i = -bgnumhalf - 1; i < bgnumhalf + 1; i++)
                {
                    Drawer.Draw(TextureStatic.Get(content),
                                position + new Vector2(width * i, 0),
                                null,
                                Color.White,
                                0.0f,
                                Vector2.Zero,
                                1.0f,
                                SpriteEffects.None,
                                depth
                                );
                }
            }
            else
            {
                Drawer.Draw(TextureStatic.Get(content),
                            position,
                            null,
                            Color.White,
                            0.0f,
                            Vector2.Zero,
                            1.0f,
                            SpriteEffects.None,
                            depth
                            );
            }
        }