Beispiel #1
0
        //private function designed to create default HUDelements
        private void startup(TextureManager TM)
        {
            //GRAPHICS

            //create show/hide button
            HudGraphic showHide = new HudGraphic("showHide", new Vector2(1200, 0), new Vector2(80, 20), VISIBILITY.SHOWN, ORIENTATION.TOP, TM.UI[1], new showHide());

            //create top bar
            //HudGraphic topBar = new HudGraphic(new Vector2(0, 0), new Vector2(1280,20), VISIBILITY.SHOWN, ORIENTATION.TOP, TM.UI[2]);

            //housing submenu icon
            HudGraphic shelter = new HudGraphic("shelter", new Vector2(0, 0), new Vector2(40, 20), VISIBILITY.SHOWN, ORIENTATION.TOP, TM.UI[3], new createSubMenu("shelter"));



            //create bottom bar
            HudGraphic bottomBar = new HudGraphic("bottomBar", new Vector2(0, 700), new Vector2(1280, 20), VISIBILITY.SHOWN, ORIENTATION.BOTTOM, TM.UI[2], new doNothing());

            graphics.Add(showHide);
            graphics.Add(bottomBar);
            //graphics.Add(topBar);
            graphics.Add(shelter);


            //TEXT
            //current date
            HudText day = new HudText(new Vector2(150, 702), new Vector2(100, 20), VISIBILITY.SHOWN, ORIENTATION.BOTTOM, TM.fonts[0], "date", new doNothing());
            //camera position
            HudText camera = new HudText(new Vector2(0, 702), new Vector2(100, 20), VISIBILITY.SHOWN, ORIENTATION.BOTTOM, TM.fonts[0], "camx, camy", new doNothing());

            texts.Add(day);
            texts.Add(camera);
        }
Beispiel #2
0
        /// <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)
        {
            int WIDTH = (G.graphicsWidth / G.tileSize);
            int HEIGHT = (G.graphicsHeight / G.tileSize);
            int i, j = 0;
            int camX = 0;
            int camY = 0;

            GraphicsDevice.Clear(Color.TransparentBlack);

            spriteBatch.Begin();

            //draw TILES
            camX = M.getCamX();
            camY = M.getCamY();

            for (i = 0; i < HEIGHT; i++)
            {
                for (j = 0; j < WIDTH; j++)
                {
                    tile    T   = M.getTileAt(camX + j, camY + i);
                    Vector2 pos = new Vector2(j * G.tileSize, i * G.tileSize);
                    spriteBatch.Draw(T.getTexture(), pos, null, Color.White, 0, Vector2.Zero, 1f, SpriteEffects.None, 1f);
                }
            }

            //draw all HUD elements
            for (i = 0; i < HM.hudGraphicsCount(); i++)
            {
                //ignore hidden stuff
                if (HM.getGraphicAt(i).getState() == VISIBILITY.HIDDEN)
                {
                    continue;
                }

                HudGraphic HG = HM.getGraphicAt(i);
                spriteBatch.Draw(HG.getTexture(), HG.getPosition(), null, Color.White, 0, Vector2.Zero, 1f, SpriteEffects.None, 1f);
            }

            //draw all hud text
            for (i = 0; i < HM.hudTextCount(); i++)
            {
                //ignore hidden stuff
                if (HM.getTextAt(i).getState() == VISIBILITY.HIDDEN)
                {
                    continue;
                }

                HudText HT = HM.getTextAt(i);
                spriteBatch.DrawString(HT.getFont(), HT.getText(), HT.getPosition(), Color.White, 0, new Vector2(0, 0), 1f, SpriteEffects.None, 0);
            }

            //draw crosshair
            spriteBatch.Draw(TM.crosshair, new Vector2(G.mouseX, G.mouseY), null, Color.White, 0, Vector2.Zero, 1f, SpriteEffects.None, 1f);

            //draw bottom bar
            //spriteBatch.Draw(TM.UI[0], new Vector2(0, 700), null, Color.White, 0, Vector2.Zero, 1f, SpriteEffects.None, 1f);

            //draw current position
            //string position = "pos:(" + camX + "," + camY + ")";
            //spriteBatch.DrawString(defaultFont, position, new Vector2(0, 702), Color.White, 0, new Vector2(0, 0), 1f, SpriteEffects.None, 0);

            //draw current time
            //string date = "day:" + DT.getDay();
            //spriteBatch.DrawString(defaultFont, date, new Vector2(150, 702), Color.White, 0, new Vector2(0, 0), 1f, SpriteEffects.None, 0);

            //draw resources

            base.Draw(gameTime);

            spriteBatch.End();

            return;
        }